Esc menu without "Exportieren"; export screen mod removed
- cUI_EscMenu::BuildLines hook: the UI_ESC_EXPORT line is removed, the lines below move up, the window shrinks by one line, centred. - game/ui/control.h: control vector helpers (ControlsIn, RemoveControl, SetControlAt, DeleteControl, ControlNamed), used by the main menu too. - The export screen is unreachable now: charexport.cpp and docs/char-export.md deleted. Spielen screen redesign noted in todo.md. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -182,13 +182,10 @@ From the characters rework (`docs/characters.md`, request of 2026-10-19):
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- **Unlock difficulties by story completion.** Bronze and Silber stay open;
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difficulty d >= 2 opens when the story on d - 1 is completed. The counters
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are one byte per difficulty in cStatsManager +0x5704 (read 0x424be0) and
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travel in the save header (+0x88..+0x98) and the hero file. Today every
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difficulty up to the highest played one is offered (and Silber).
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travel in the save header (+0x88..+0x98) and the hero file. Done
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2026-10-20 (docs/characters.md).
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- **Reset a difficulty.** Remove one world from a character (the shared hero
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stays); a button / dialog entry in the load window.
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- **Remove the export / import UI.** The Esc menu's "Exportieren" and the
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character screen's import (cUI_Character mode 5, `docs/char-export.md`):
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characters replace exported heroes.
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- **Silent autosave every 10 minutes** (a setting later) into the
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autosave file, without the busy dialog, like the direct save
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(`SaveOnTick`) but marked as an autosave.
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@@ -196,3 +193,11 @@ From the characters rework (`docs/characters.md`, request of 2026-10-19):
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current character, but the quickload event (0x116, engine +0x68 = row,
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flag 0x200) loads `GAME00.PAK`, which is not listed; make it reload the
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current character's world (or its newer autosave).
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## Savegames screen redesign ("Spielen")
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Asked 2026-10-20: redesign the load window (cUI_Savegame, the "Spielen"
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screen, characters.cpp): show a render of the selected character, use the
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space far better. The user looks for 16:9 artwork so the screens can be
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widened beyond the 1024 frame (now drawn in a centred 1024x768 viewport with
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black sides, hud.cpp FrameScope).
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