Finally got around to returning to menu on death or exit. I shouldn't have put this off for so long, was painful. Also quest system future proofed if I decide to add anything that might cause death in one of them.
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@@ -50,8 +50,8 @@ int get_quest_chance_from_favor() {
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return chance;
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}
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void quest_menu_background_tick() {
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menu_background_tick();
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bool quest_menu_background_tick() {
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return menu_background_tick();
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}
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void quest_boomerang_hit_sound() {
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@@ -163,6 +163,10 @@ void run_quest(int quest_type) {
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else if (quest_type == QUEST_ENCHANTED_MELODY) score = run_enchanted_melody();
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else if (quest_type == QUEST_ESCAPE_FROM_HEL) score = run_escape_from_hel();
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else if (quest_type == QUEST_SKELETAL_BARD) score = run_skeletal_bard();
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if (return_to_main_menu_requested) {
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p.resume_all();
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return;
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}
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apply_quest_reward(score);
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p.resume_all();
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}
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@@ -178,7 +182,9 @@ void run_quest_menu() {
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while(true) {
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wait(5);
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menu_background_tick();
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if (menu_background_tick()) {
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return;
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}
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if (key_pressed(KEY_ESCAPE)) {
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speak_with_history("Closed.", true);
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break;
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