Android build v1.1.27
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@@ -266,6 +266,7 @@ export function CombatScreen({
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roguelikeAbilityLabelMode = 'ability',
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roguelikeEncounterPool,
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onExit,
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onMainMenu = onExit,
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onProfileUpdated,
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}: {
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difficulty: Difficulty
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@@ -279,6 +280,7 @@ export function CombatScreen({
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roguelikeAbilityLabelMode?: RoguelikeAbilityLabelMode
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roguelikeEncounterPool?: DungeonEncounter[]
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onExit: () => void
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onMainMenu?: () => void
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onProfileUpdated: (profile: CharacterProfile) => void
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}) {
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const staticEncounters = useMemo(
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@@ -1399,10 +1401,10 @@ export function CombatScreen({
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<div>
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<p className="eyebrow">Game Paused</p>
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<h2>{dungeon.name}</h2>
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<p>Combat is stopped. Resume the fight or leave the current run.</p>
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<button onClick={() => setPaused(false)} type="button">Resume</button>
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<button className="secondary-result-button" onClick={onExit} type="button">
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Leave {contentName}
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<p>Combat is stopped. Continue the fight or return to the main menu.</p>
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<button onClick={() => setPaused(false)} type="button">Continue</button>
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<button className="secondary-result-button" onClick={onMainMenu} type="button">
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Main Menu
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</button>
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</div>
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</div>
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@@ -294,6 +294,7 @@ export function PvPRoguelikeScreen({
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contentType,
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encounterPool,
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onExit,
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onMainMenu = onExit,
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onProfileUpdated,
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}: {
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profile: CharacterProfile
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@@ -301,6 +302,7 @@ export function PvPRoguelikeScreen({
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contentType: PvpContentType
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encounterPool: DungeonEncounter[]
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onExit: () => void
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onMainMenu?: () => void
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onProfileUpdated: (profile: CharacterProfile) => void
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}) {
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const gameClass = profile.classes.find((candidate) => candidate.id === profile.character.classId)!
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@@ -1423,14 +1425,14 @@ export function PvPRoguelikeScreen({
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if (!entry || pvpOverlayEntryDisabled(entry)) return
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if (entry.kind === 'queueBack') onExit()
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else if (entry.kind === 'pauseResume') setPaused(false)
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else if (entry.kind === 'pauseLeave') onExit()
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else if (entry.kind === 'pauseLeave') onMainMenu()
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else if (entry.kind === 'upgradeBuff') setSelectedBuff(playerBuffChoices[entry.index] ?? null)
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else if (entry.kind === 'upgradeDebuff') setSelectedDebuff(playerDebuffChoices[entry.index] ?? null)
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else if (entry.kind === 'upgradeContinue') confirmUpgradeChoices()
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}
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useGameAction((action) => {
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if (status === 'queueing' || status === 'round-countdown') {
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if (status === 'queueing') {
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if (action === 'back' || action === 'pause') onExit()
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if (status === 'queueing' && action === 'confirm') openPvpOverlayEntry(activePvpOverlayEntry())
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return
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@@ -1447,6 +1449,13 @@ export function PvPRoguelikeScreen({
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if (action.startsWith('navigate')) movePvpOverlaySelection(action)
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return
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}
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if (status === 'round-countdown') {
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if (action === 'back' || action === 'pause') {
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setOverlaySelectedIndex(0)
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setPaused(true)
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}
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return
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}
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if (status === 'upgrade-choice') {
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if (action === 'confirm') {
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openPvpOverlayEntry(activePvpOverlayEntry())
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@@ -1780,16 +1789,16 @@ export function PvPRoguelikeScreen({
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onPointerDown={() => setPvpOverlayCursor('pauseResume')}
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type="button"
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>
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Resume
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Continue
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</button>
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<button
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className={`secondary-result-button ${pvpOverlayEntrySelected('pauseLeave') ? 'game-selected' : ''}`}
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data-controller-nav="skip"
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onClick={onExit}
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onClick={onMainMenu}
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onPointerDown={() => setPvpOverlayCursor('pauseLeave')}
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type="button"
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>
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Leave
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Main Menu
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</button>
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</div>
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</div>
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