Fixing minor bugs, added about screen
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@@ -78,11 +78,6 @@ namespace ZL
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}
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Game::~Game() {
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#ifndef EMSCRIPTEN
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// In Emscripten, SDL must stay alive across context loss/restore cycles
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// so the window remains valid when the game object is re-created.
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SDL_Quit();
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#endif
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}
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void Game::setup() {
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@@ -586,7 +581,7 @@ namespace ZL
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gameState.locations["uni_interior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
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gameState.locations["uni_interior"]->requestReturnToMainMenu = [this]() {
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gameState.currentLocationName.clear();
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menuManager.showMainMenu();
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menuManager.showMenuAfterGameCompleted();
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};
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gameState.locations["uni_interior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
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menuManager.setChatUnread(idx, unread, msg);
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@@ -656,7 +651,7 @@ namespace ZL
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};
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gameState.locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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gameState.locations["uni_exterior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
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gameState.locations["uni_exterior"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
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//gameState.locations["uni_exterior"]->requestReturnToMainMenu = [this]() { menuManager.showMenuAfterGameCompleted(); };
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gameState.locations["uni_exterior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
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menuManager.setChatUnread(idx, unread, msg);
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};
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@@ -740,7 +735,7 @@ namespace ZL
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gameState.locations["location_dorm"]->requestNightDayTransition = [this](bool isNight, bool isDawn) { gameState.isNight = isNight; gameState.isDawn = isDawn; };
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gameState.locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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gameState.locations["location_dorm"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
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gameState.locations["location_dorm"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
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//gameState.locations["location_dorm"]->requestReturnToMainMenu = [this]() { menuManager.showMenuAfterGameCompleted(); };
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gameState.locations["location_dorm"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
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menuManager.setChatUnread(idx, unread, msg);
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};
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