Fail map drawing command when player doesn't confirm bmap revert
Doesn't affect mapping at movement prompts (navigate, march, move, test and transport), because the failure is ignored there.
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@ -141,7 +141,7 @@ static int
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revert_bmap(struct nstr_sect *nsp)
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revert_bmap(struct nstr_sect *nsp)
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{
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{
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if (!confirm("Are you sure you want to revert your bmap? "))
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if (!confirm("Are you sure you want to revert your bmap? "))
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return RET_OK;
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return RET_FAIL;
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while (bmnxtsct(nsp))
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while (bmnxtsct(nsp))
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player->bmap[nsp->id] = player->map[nsp->id];
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player->bmap[nsp->id] = player->map[nsp->id];
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ef_write(EF_BMAP, player->cnum, player->bmap);
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ef_write(EF_BMAP, player->cnum, player->bmap);
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