forked from Cavemanon/SnootGame
Add setup_ending. Endings are now determined and setup the moment branching is required.
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@ -447,10 +447,11 @@ label chapter_11:
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#Naser Drama
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#THIS SECTION IS SCORE DEPENDENT
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# Determine ending and set up ending chapters
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$ setup_ending(get_ending())
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# Doomer ending skips this segment
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$ ending_score = get_ending()
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if ending_score == 2:
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if ending_route_number == 2:
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stop music fadeout 3
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pause 2
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jump lPromAnnouncement
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@ -586,9 +587,9 @@ label chapter_11:
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Nas "Don’t take it the wrong way, but my mind just screamed at me ‘worst case scenario’."
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pause .5
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if ending_score == 4: # Golden
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if ending_route_number == 4: # Golden
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jump lSortingThings
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elif ending_score == 3: # tradwife
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elif ending_route_number == 3: # tradwife
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jump lMendingThings
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else:
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jump lBreakingThings # All else fails, go to shooter.
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@ -5212,7 +5213,7 @@ label chapter_11:
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pause .5
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if ending_score == 3: # tradwife
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if ending_route_number == 3: # tradwife
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"Things are going pretty well. When we discount Trish’s weekly attempt to talk with Fang."
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@ -5467,7 +5468,7 @@ label chapter_11:
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"{cps=*.1}...{/cps}"
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# skip this segment if we're doing ending 1
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if ending_score == 1: #shooter
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if ending_route_number == 1: #shooter
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$ next_story_chapter()
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# the following segment makes sense in the context of 11B+11C+11D
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