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Link Death Gameover Menu Script v2

ZoriaRPG | PRO | 12/25/18 12:38:01 AM UTC | 0 ⭐ | 740 👁️ | Never ⏰ | []
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import "std.zh"
 
dmapdata script dmapscript
{
    void run()
    {
        int f;
        while(1)
        {
            ++f; 
            if (!(f%180)) 
            { 
                TraceS("Dmap Script Before Waitdraw()"); TraceNL();
                
            }
            Waitdraw(); 
            if (!(f%180))
            { 
                TraceS("Dmap Script After Waitdraw()"); TraceNL();
                
            }
            Waitframe();
        }
 
    }
}
 
screendata script sd1
{
void run(){}
}
 
link script link_init1
{
    void run()
    {
        TraceS("Running Link Init Script"); TraceNL();
        Link->X = 100;
        Link->Y = 60;
        
    }
}
 
link script link_active
{
    void run()
    {
        //lweapon l = Screen->CreateLWeapon(LW_SCRIPT1);
        while(1)
        {
            //TraceS("Link Active Script Running"); TraceNL();
            if ( Input->ReadKey[KEY_T] ) { Game->ShowContinueScreen(); }
            if ( Input->ReadKey[KEY_U] ) { Game->SkipF6 = (!Game->SkipF6); }
            Waitframe();
        }
    }
}
 
link script onWin
{
    void run()
    {
        int q;
        while(1)
        {
            ++q;
            Trace(q);
            if ( q > 100 ) Quit();
            Waitframe();
        }
    }
}
///////////////////////////////
/// Custom Game Over Screen ///
/// v1.2 for ZC 2.55        ///
/// 24th October, 2018      ///
/// By: ZoriaRPG            ///
//////////////////////////////////////
/// Requested by: Korben on PureZC ///
//////////////////////////////////////
 
typedef const int DEFINE;
typedef const int config;
 
script typedef ffc namespace;
 
namespace script gameover
{
    // Sounds and MIDIs
config SFX_WINKOUT          = 38; //Sound to play during wink-out animation.
config SFX_LINKDEATH            = 28; //Sound to play when Link dies.
config SFX_GAMEOVERSCREEN_CURSOR    = 6;  //Sound to play when the player moves the game over cursor.
config SFX_GAMEOVERSCREEN_SELECTION     = 44; //Sound to play when the user selectsl a game over menu option.
config MIDI_GAMEOVER            = -4; //MIDI to play on Game Over screen.
    //Defaults: -3 is the internal Game Over, -2 is Level 9, -1 is Overworld
 
// Sprites (Weapons/Misc)
config SPR_DEATH        = 88; //Sprite of Link Spinning
config SPR_DEATH_WINKOUT    = 89; //Sprite of wink-out
// Sprite Timing
config END_DEATH_SPIN       = 40; //Frames to display death spin animation.
config END_WINKOUT      = 10; //Frames to display wink-out animation.
 
// Other Graphics and Colours
config TILE_SAVECURSOR      = 20;
config TILE_SAVECURSOR_CSET     = 1;    //CSet for minitile cursor. 
config BLACK            = 0x0F; //Black in the current palette
config RED          = 0x93; //Red in the current palette
config WHITE            = 0x01; //White in the current palette
 
// Menu Object Positions and Settings
config DONT_SAVE_X      = 102; //X position of the RETRY string.
config SAVE_X           = 102; //X position of the SAVE string.
config DONT_SAVE_Y      = 68;  //Y position of the RETRY string.
config SAVE_Y           = 54;  //X position of the SAVE string.
config CURSOR_OFFSET        = 26;  //X offset of the cursor from the text. 
 
//Global Variables and Arrays
 
//Indices for values[]
DEFINE MENU_SEL_STATE       = 0; //The current selected menu option. 
DEFINE MENU_SEL_POS_X       = 1; //Stores where to draw menu selector.
DEFINE MENU_SEL_POS_Y       = 2; //Stores where to draw menu selector.
DEFINE DEATH_LX         = 3; //Cache of Link's last X position before death.
DEFINE DEATH_LY         = 4; //Cache of Link's last Y position before death.
DEFINE DEATHFRAME       = 5; //Timer for death animations. 
DEFINE QUIT             = 6; //The game 'QUIT' type, SAVE or RETRY
 
//gameover.QUIT Types
DEFINE quitSAVE = 1;
DEFINE quitRETRY = 2;
 
    int values[8] = {1,SAVE_Y,DONT_SAVE_Y, 0,0};
    void run(){}
    bool check()
    {
        if ( Link->HP < 1 ) 
        {
            Link->HP = 1;
            Link->Invisible = true;
            Link->CollDetection = false;
            values[DEATH_LX] = Link->X;
            values[DEATH_LY] = Link->Y;
            return true;
        }
        return false;
    }
    void clean_up()
    {
        int q;
        if ( Screen->NumNPCs() )
        {
            for ( q = Screen->NumNPCs(); q > 0; --q ) 
            { 
                npc n = Screen->LoadNPC(q); Remove(n); 
            }
        }
        if ( Screen->NumLWeapons() )
        {
            for ( q = Screen->NumLWeapons(); q > 0; --q ) 
            { lweapon n = Screen->LoadLWeapon(q); Remove(n); }
        }
        if ( Screen->NumEWeapons() )
        {
            for ( q = Screen->NumEWeapons(); q > 0; --q ) 
            { eweapon n = Screen->LoadEWeapon(q); Remove(n); }
        }
        if ( Screen->NumItems() )
        {
            for ( q = Screen->NumItems(); q > 0; --q ) 
            { item n = Screen->LoadItem(q); Remove(n); }
        }
        //clear all ffcs
        for ( q = 1; q < 33; ++q )
        {
            ffc f = Screen->LoadFFC(q);
            f->Data = 0; f->Script = 0;
        }
    }
    void draw()
    {
        //Draw black background with Rectangle()
        
 
        if ( values[MENU_SEL_STATE] )
        {
            Screen->Rectangle(5,0,0,256,256,BLACK,100, 0,0,0,true,128);
            //int ss1[]="Drawing cursor and text.";
            //TraceS(ss1);
            Screen->FastTile(6,SAVE_X-CURSOR_OFFSET, SAVE_Y, TILE_SAVECURSOR, TILE_SAVECURSOR_CSET,128); 
            //draw strings, red for selected
            Screen->DrawString(6,SAVE_X,SAVE_Y,0,RED, -1,0,"SAVE",128);
            Screen->DrawString(6,DONT_SAVE_X,DONT_SAVE_Y,0,WHITE, -1,0,"RETRY",128);
        }
        else
        {
            Screen->Rectangle(5,0,0,256,256,BLACK,100, 0,0,0,true,128);
            //Draw cursor
            Screen->FastTile(6,DONT_SAVE_X-CURSOR_OFFSET, DONT_SAVE_Y, TILE_SAVECURSOR, TILE_SAVECURSOR_CSET,128); 
            //draw strings, red for selected
            Screen->DrawString(6,SAVE_X,SAVE_Y,0,WHITE, -1,0,"SAVE",128);
            Screen->DrawString(6,DONT_SAVE_X,DONT_SAVE_Y,0,RED, -1,0,"RETRY",128);
        }
    }
    bool choice()
    {
        if ( Link->PressDown || Link->PressUp )
        {
            values[MENU_SEL_STATE] = Cond(values[MENU_SEL_STATE],0,1);
            Game->PlaySound(SFX_GAMEOVERSCREEN_CURSOR);
            return true;
        }
        
        if ( Link->PressStart )
        {
            Game->PlaySound(SFX_GAMEOVERSCREEN_SELECTION);
            if ( values[MENU_SEL_STATE] ) values[QUIT] = quitSAVE;
            else values[QUIT] = quitRETRY; //no save
            return false;
        }
        return true;
    }
    void animation()
    {
    if ( values[DEATHFRAME] == 0 ) Game->PlaySound(SFX_LINKDEATH);
        lweapon death = Screen->CreateLWeapon(LW_SPARKLE);
        
        death->UseSprite(SPR_DEATH);
        death->X = values[DEATH_LX];
        death->Y = values[DEATH_LY];
 
        while ( values[DEATHFRAME] < END_DEATH_SPIN )
        {
            ++values[DEATHFRAME];
            //spin Link around by drawing his tiles, then make the wink out.
            NoAction(); Waitdraw(); Waitframe();
        }
        Remove(death);
        Game->PlaySound(SFX_WINKOUT);
        lweapon death2 = Screen->CreateLWeapon(LW_SPARKLE);
        death2->UseSprite(SPR_DEATH_WINKOUT);
        death2->X = values[DEATH_LX];
        death2->Y = values[DEATH_LY];
        while ( values[DEATHFRAME] < END_DEATH_SPIN+END_WINKOUT )
        {
            ++values[DEATHFRAME];
            //wink-out
            NoAction();  Waitdraw(); Waitframe();
        }
        Remove(death2);
    }
}
 
link script win
{
    
    void run()
    {
        while(1)
        {
        TraceS("Running onWin script.()");TraceNL();
        
            Screen->FastTile(6,60,60,11979,0,128);
            Waitframe();
        }
        Quit();
    }
}
//Global Active Script
link script noF6
{
    void run()
    {
        TraceS("Running onDeath script.()");TraceNL();
        //while(!gameover.values[gameover.QUIT])
        while(1)
        {
            //gameover.values[gameover.DEATH_LX] = Link->X;
            //gameover.values[gameover.DEATH_LY] = Link->Y;
            //Set game music to a silent MIDI.
 
            //Link->HP = Link->MaxHP;
            //Link->Invisible = true;
            //Link->CollDetection = false;
            //Clean up screen objects
            //gameover.clean_up();
            //Do Link Death animation
            //TraceS("Doing gameover.animation()");TraceNL();
            //gameover.animation();
            
            bool menu = true;
            Game->PlayMIDI(gameover.MIDI_GAMEOVER);//Play game over midi.
            Game->DisableActiveSubscreen = true;    
            TraceS("Loading gameover menu()");TraceNL();
            Screen->FastTile(6,60,60,11979,0,128);
            //while(menu) //menu loop
            //{
                //    GAME OVER SCREEN
            //  Screen->FastTile(6,60,60,11979,0,128);
                //gameover.draw();
                //menu = gameover.choice();
                //Waitdraw();
            //  Waitframe();
            //}
            //Waitdraw(); 
            Waitframe();
        }
        if ( gameover.values[gameover.QUIT] == gameover.quitSAVE )
        {
            ++Game->NumDeaths;
            Game->Save();
            Game->End();
        }
        else Game->End(); //Retry
    }
}
 
global script OnExit
{
    void run()
    {
        Link->Invisible = false;
    }
}
eweapon script E2
{
    void run(){}
}
 
eweapon script E
{
    void run()
    {
        //TraceS("eweapon script E: this: "); Trace(this); TraceNL();
        int f;
        Trace(this->ID);
        while(this->isValid())
        {
TraceS("EWeapon Script Running"); TraceNL();
            ++f;
            if ( !(f%10) ) 
            {
                this->Dir = Rand(0,3);
                TraceS("EWeapon Script Running"); TraceNL();
            }
            if ( !(this->isValid()) ) Quit();
            Waitframe();
        
        }
    }
}
 
lweapon script L
{
    void run() 
    { 
        TraceS("Script L: this: "); Trace(this); TraceNL();
        int f = 0;
        while(this->isValid())
        {
             
            ++f;
            if ( !(f%10) ) 
            {
                this->Dir = Rand(0,3);
                TraceS("LWeapon Script Running"); TraceNL();
            }
            if ( !(this->isValid()) ) Quit();
            Waitframe();
        
        }
    }
}
 
lweapon script sword
{
    void run()
    {
        TraceS("Script sword: this: "); Trace(this); TraceNL();
        Trace(this->ID);
        while(this->isValid())
        {
            //this->X += 10;
            TraceS("LWeapon Script Running"); TraceNL();
            Waitframe();
        }
    }
}
 
lweapon script beam
{
    void run()
    {
        //TraceS("Script beam: this: "); Trace(this); TraceNL();
        int f;
        Trace(this->ID);
        while(this->isValid())
        {
            ++f;
            if ( !(f%10) ) 
            {
                this->Dir = Rand(0,3);
                //TraceS("LWeapon Script Running"); TraceNL();
            }
            if ( !(this->isValid()) ) Quit();
            Waitframe();
        
        }
    }
}
 
lweapon script bait
{
    void run()
    {
        TraceS("Script bait: this: "); Trace(this); TraceNL();
        int f = 0; int dir = Rand(0,3); int step = 2;
        while(this->isValid())
        {
            ++f; if (!(f%6)) { dir = Rand(0,3); step = Rand(2,6); }
            switch(dir)
            {
                case DIR_UP: this->Y -= step; break;
                case DIR_DOWN: this->Y += step; break;
                case DIR_LEFT: this->X -= step; break;
                case DIR_RIGHT: this->X += step; break;
                default: break;
            }
            if ( !(this->isValid()) ) Quit();
            Waitframe();
        }
    }
}       
 
global script a
{
    void run()
    {
        while(1)
        {
            for ( int q = Screen->NumLWeapons(); q > 0; --q )
            {
                lweapon l = Screen->LoadLWeapon(q);
                if ( l->ID == LW_SCRIPT1 ) 
                {
                    //TraceS("Found LW_SCRIPT1"); TraceNL();
                }
            }
            Waitframe();
        }
    }
}
 
 
 
 
 
link script menu
{
    config SFX_WINKOUT          = 38; //Sound to play during wink-out animation.
config SFX_LINKDEATH            = 28; //Sound to play when Link dies.
config SFX_GAMEOVERSCREEN_CURSOR    = 6;  //Sound to play when the player moves the game over cursor.
config SFX_GAMEOVERSCREEN_SELECTION     = 44; //Sound to play when the user selectsl a game over menu option.
config MIDI_GAMEOVER            = -4; //MIDI to play on Game Over screen.
    //Defaults: -3 is the internal Game Over, -2 is Level 9, -1 is Overworld
 
// Sprites (Weapons/Misc)
config SPR_DEATH        = 88; //Sprite of Link Spinning
config SPR_DEATH_WINKOUT    = 89; //Sprite of wink-out
// Sprite Timing
config END_DEATH_SPIN       = 40; //Frames to display death spin animation.
config END_WINKOUT      = 10; //Frames to display wink-out animation.
 
// Other Graphics and Colours
config TILE_SAVECURSOR      = 20;
config TILE_SAVECURSOR_CSET     = 1;    //CSet for minitile cursor. 
config BLACK            = 0x0F; //Black in the current palette
config RED          = 0x93; //Red in the current palette
config WHITE            = 0x01; //White in the current palette
 
// Menu Object Positions and Settings
config DONT_SAVE_X      = 102-12; //X position of the RETRY string.
config SAVE_X           = 102-12; //X position of the SAVE string.
config DONT_CONTINUE_Y      = 82;  //Y position of the RETRY string.
config DONT_SAVE_Y      = 68;  //Y position of the RETRY string.
config SAVE_Y           = 54;  //X position of the SAVE string.
config CURSOR_OFFSET        = 12;  //X offset of the cursor from the text. 
 
//Global Variables and Arrays
 
//Indices for values[]
DEFINE MENU_SEL_STATE       = 0; //The current selected menu option. 
DEFINE MENU_SEL_POS_X       = 1; //Stores where to draw menu selector.
DEFINE MENU_SEL_POS_Y       = 2; //Stores where to draw menu selector.
//DEFINE DEATH_LX       = 3; //Cache of Link's last X position before death.
int DEATH_LX        = 0; //Cache of Link's last X position before death.
//DEFINE DEATH_LY       = 4; //Cache of Link's last Y position before death.
int DEATH_LY        = 0; //Cache of Link's last Y position before death.
//DEFINE DEATHFRAME         = 5; //Timer for death animations. 
int DEATHFRAME      = 0; //Timer for death animations. 
//DEFINE QUIT           = 6; //The game 'QUIT' type, SAVE or RETRY
int QUIT;
 
//gameover.QUIT Types
DEFINE quitSAVE = 1;
DEFINE quitRETRY = 2;
DEFINE quitCONTINUE = 3;
int MENU_STATE = quitCONTINUE;
 
    int values[8] = {1,SAVE_Y,DONT_SAVE_Y, 0,0};
    bool check()
    {
        if ( Link->HP < 1 ) 
        {
            Link->HP = 1;
            Link->Invisible = true;
            Link->CollDetection = false;
            values[DEATH_LX] = Link->X;
            values[DEATH_LY] = Link->Y;
            return true;
        }
        return false;
    }
    void clean_up()
    {
        int q;
        if ( Screen->NumNPCs() )
        {
            for ( q = Screen->NumNPCs(); q > 0; --q ) 
            { 
                npc n = Screen->LoadNPC(q); Remove(n); 
            }
        }
        if ( Screen->NumLWeapons() )
        {
            for ( q = Screen->NumLWeapons(); q > 0; --q ) 
            { lweapon n = Screen->LoadLWeapon(q); Remove(n); }
        }
        if ( Screen->NumEWeapons() )
        {
            for ( q = Screen->NumEWeapons(); q > 0; --q ) 
            { eweapon n = Screen->LoadEWeapon(q); Remove(n); }
        }
        if ( Screen->NumItems() )
        {
            for ( q = Screen->NumItems(); q > 0; --q ) 
            { item n = Screen->LoadItem(q); Remove(n); }
        }
        //clear all ffcs
        for ( q = 1; q < 33; ++q )
        {
            ffc f = Screen->LoadFFC(q);
            f->Data = 0; f->Script = 0;
        }
    }
    int getgood_x = 256;
    void draw()
    {
        --getgood_x;
        if ( getgood_x < -128) getgood_x = 256;
        //Draw black background with Rectangle()
        //Screen->Rectangle(5,0,0,256,256,BLACK,100, 0,0,0,true,128);
        
        if ( MENU_STATE == quitSAVE )
        {
            //int ss1[]="Drawing cursor and text.";
            //TraceS(ss1);
            Screen->Rectangle(7,0,-56,256,256,BLACK,100, 0,0,0,true,128);
            Screen->DrawString(7,getgood_x,0,FONT_SATURN,0x04, -1,0,"Git Gud!",128);
            Screen->FastTile(7,SAVE_X-CURSOR_OFFSET, SAVE_Y-4, TILE_SAVECURSOR, TILE_SAVECURSOR_CSET,128); 
            //draw strings, red for selected
            Screen->DrawString(7,SAVE_X,SAVE_Y,FONT_SATURN,RED, -1,0,"SAVE",128);
            Screen->DrawString(7,DONT_SAVE_X,DONT_SAVE_Y,FONT_SATURN,WHITE, -1,0,"RETRY",128);
            Screen->DrawString(7,DONT_SAVE_X,DONT_CONTINUE_Y,FONT_SATURN,WHITE, -1,0,"CONTINUE",128);
        }
        else if ( MENU_STATE == quitRETRY )//retry
        {
            //Draw cursor
            Screen->Rectangle(7,0,-56,256,256,BLACK,100, 0,0,0,true,128);
            Screen->DrawString(7,getgood_x,0,FONT_SATURN,0x04, -1,0,"Git Gud!",128);
            Screen->FastTile(7,DONT_SAVE_X-CURSOR_OFFSET, DONT_SAVE_Y-4, TILE_SAVECURSOR, TILE_SAVECURSOR_CSET,128); 
            //draw strings, red for selected
            Screen->DrawString(7,SAVE_X,SAVE_Y,FONT_SATURN,WHITE, -1,0,"SAVE",128);
            Screen->DrawString(7,DONT_SAVE_X,DONT_SAVE_Y,FONT_SATURN,RED, -1,0,"RETRY",128);
            Screen->DrawString(7,DONT_SAVE_X,DONT_CONTINUE_Y,FONT_SATURN,WHITE, -1,0,"CONTINUE",128);
        }
        else if ( MENU_STATE == quitCONTINUE )
        {
            //Draw cursor
            Screen->Rectangle(7,0,-56,256,256,BLACK,100, 0,0,0,true,128);
            Screen->DrawString(7,getgood_x,0,FONT_SATURN,0x04, -1,0,"Git Gud!",128);
            Screen->FastTile(7,DONT_SAVE_X-CURSOR_OFFSET, DONT_CONTINUE_Y-4, TILE_SAVECURSOR, TILE_SAVECURSOR_CSET,128); 
            //draw strings, red for selected
            Screen->DrawString(7,SAVE_X,SAVE_Y,FONT_SATURN,WHITE, -1,0,"SAVE",128);
            Screen->DrawString(7,DONT_SAVE_X,DONT_SAVE_Y,FONT_SATURN,WHITE, -1,0,"RETRY",128);
            Screen->DrawString(7,DONT_SAVE_X,DONT_CONTINUE_Y,FONT_SATURN,RED, -1,0,"CONTINUE",128);
        }
    }
    bool choice()
    {
        //if ( Input->ReadKey[KEY_P] )
        if ( Link->PressDown )
        {
            switch(MENU_STATE)
            {
                case quitSAVE: MENU_STATE = quitRETRY; LogPrint("Menu PressDOWN Selection is: %s \n", "quitRETRY"); break;
                case quitRETRY: MENU_STATE = quitCONTINUE; LogPrint("Menu PressDown Selection is: %s \n", "quitCONTINUE"); break;
                case quitCONTINUE: MENU_STATE = quitSAVE; LogPrint("Menu PressDown Selection is: %s \n", "quitSAVE");break;
                default: break;
            }
            //MENU_STATE = Cond(MENU_STATE,0,1);
            Game->PlaySound(SFX_GAMEOVERSCREEN_CURSOR);
            return true;
        }
        if ( Link->PressUp )
        {
            switch(MENU_STATE)
            {
                case quitSAVE: MENU_STATE = quitCONTINUE; LogPrint("Menu PressUp Selection is: %s \n", "quitCONTINUE"); break;
                case quitRETRY: MENU_STATE = quitSAVE; LogPrint("Menu PressUp Selection is: %s \n", "quitSAVE"); break;
                case quitCONTINUE: MENU_STATE = quitRETRY; LogPrint("Menu PressUp Selection is: %s \n", "quitRETRY"); break;
                default: break;
            }
            //MENU_STATE = Cond(MENU_STATE,0,1);
            Game->PlaySound(SFX_GAMEOVERSCREEN_CURSOR);
            return true;
        }
        
        if ( Link->PressStart )
        {
            Game->PlaySound(SFX_GAMEOVERSCREEN_SELECTION);
            QUIT = MENU_STATE;
            //switch(MENU_STATE)
            //{
            //  case 0:  QUIT = quitRETRY; //no save
            //  case 1:  QUIT = quitSAVE; //no save
            //  case 2:  QUIT = quitCONTINUE; //no save
            //  default: break;
            //}
            return false;
        }
        return true;
    }
    void animation()
    {
        Link->Invisible = true;
    int DEATHFRAME;
    if ( DEATHFRAME == 0 ) Game->PlaySound(SFX_LINKDEATH);
        lweapon death = Screen->CreateLWeapon(LW_SPARKLE);
        Graphics->Monochrome(TINT_GREY);
        death->UseSprite(SPR_DEATH);
        death->X = Link->X;//DEATH_LX;
        death->Y = Link->Y; //DEATH_LY;
 
        while ( DEATHFRAME < END_DEATH_SPIN )
        {
            ++DEATHFRAME;
            //++Link->X;
            //spin Link around by drawing his tiles, then make the wink out.
            NoAction(); Waitframe();
        }
        Remove(death);
        Game->PlaySound(SFX_WINKOUT);
        lweapon death2 = Screen->CreateLWeapon(LW_SPARKLE);
        death2->UseSprite(SPR_DEATH_WINKOUT);
        death2->X = Link->X;//DEATH_LX;
        death2->Y = Link->Y; //DEATH_LY;
        while ( DEATHFRAME < END_DEATH_SPIN+END_WINKOUT )
        {
            ++DEATHFRAME;
            //wink-out
            NoAction(); Waitframe();
        }
        Remove(death2);
    }
    void run()
    {
        Trace(12345);
TraceS("Running menu script");
        bool menu = true;
        //while(1)
        //{
            clean_up();
            animation();
            Graphics->ClearTint();
            while(menu) //menu loop
            {
                //    GAME OVER SCREEN
                draw();
                menu = choice();
                //itdraw();
                Waitframe();
            }
            //Waitdraw(); 
            Waitframe();
        //}
        switch(QUIT)
        {
            case quitSAVE:
            {
                if ( Link->HP < 1 ) ++Game->NumDeaths;
                LogPrint("Death Menu returned a QUIT state of: %s \n", "quitSAVE");
                Game->Save();
                Game->End();
                break;
            }
            case quitRETRY:
            {
                LogPrint("Death Menu returned a QUIT state of: %s", "quitRETRY");
                Game->End();
                break;
            }
            case quitCONTINUE:
            {
                if ( Link->HP < 1 ) ++Game->NumDeaths;
                LogPrint("Death Menu returned a QUIT state of: %s", "quitCONTINUE");
                Game->Continue();
                break;
            }
            default: break;
        }
        //if ( QUIT == quitSAVE )
        //{
        //  ++Game->NumDeaths;
        //  Game->Save();
        //  Game->End();
        //}
        //else Game->End(); //Retry
    }
}

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