Allow waves to be created while on the title screen.
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					 1 changed files with 14 additions and 10 deletions
				
			
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			@ -43,20 +43,11 @@ rm_Ocean.DoFirst = function () {
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}
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rm_Ocean.Do = function () {
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    if (G.gameStarted) {
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        if (guiControl && guiControl.inventory && guiControl.trade) {   // Force it to wait until loaded.
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        if (guiControl && guiControl.inventory && guiControl.map && guiControl.trade) {   // Force it to wait until loaded.
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            if (!guiControl.inventory.show && !guiControl.map.show && !guiControl.trade.show) {
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                // Move G.oceanParticle around based on player's movement.
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                if (G.oceanParticle.CheckPosition) G.oceanParticle.CheckPosition(G.player.x, G.player.y, G.player.direction);
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                this.waveTimer--;
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                if (this.waveTimer <= 0) {
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                    var wave = this.AddObject(OS.P["Wave Particle"]);
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                    wave.x = G.player.x + (randomSmidge() * 4);
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                    wave.y = G.player.y + (randomSmidge() * 4);
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                    this.waveTimer = Math.round(Math.randomRange(30, 150));
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                }
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                if (ct_cancel().down) {
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                    snd_select.Play();
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                    guiControl.inventory.activateDelay = 5;
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			@ -67,6 +58,19 @@ rm_Ocean.Do = function () {
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        this.RunClock();
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    }
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    // Make waves even if the game hasn't started, but not when on trade screen.
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    if (guiControl && guiControl.trade) {   // Force it to wait until loaded.
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        if (!guiControl.trade.show) {
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            this.waveTimer--;
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            if (this.waveTimer <= 0) {
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                var wave = this.AddObject(OS.P["Wave Particle"]);
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                wave.x = G.player.x + (randomSmidge() * 4);
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                wave.y = G.player.y + (randomSmidge() * 4);
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                this.waveTimer = Math.round(Math.randomRange(30, 150));
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            }
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        }
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    }
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}
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rm_Ocean.DrawAbove = function () {
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