Sure I can.
I used multiple arrays (inefficient, I know) because it didn't like
buffer = "STUFF".
CODE
else if ( levelOver ){ //If level over flag set by FFC script
Game->PlayMIDI(9); //I've confirmed it gets at least this far
int newScore = getScore( Game->GetCurDMap(), levelTime, levelKills, levelDamage ); //Find current score
if ( newScore > levelScore[Game->GetCurDMap()] ) levelScore[Game->GetCurDMap()] = newScore; //Save if higher than highest score
Link->PressA = false;
while ( !Link->PressA ){ //Until Link presses A
int buffer[256] = "Mission complete!";
Screen->DrawString( 7, screenWidth/3, 16, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, TF_NORMAL, buffer, 128 );
int buffer2[256] = "Time to complete: ";
Screen->DrawString( 7, screenWidth/3, 32, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, TF_NORMAL, buffer2, 128 );
Screen->DrawInteger( 7, 2*screenWidth/3, 32, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, -1, -1, levelTime, 0, 128 );
int buffer3[256] = "Enemies killed: ";
Screen->DrawString( 7, screenWidth/3, 48, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, TF_NORMAL, buffer3, 128 );
Screen->DrawInteger( 7, 2*screenWidth/3, 48, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, -1, -1, levelKills, 0, 128 );
int buffer4[256] = "Damage taken: ";
Screen->DrawString( 7, screenWidth/3, 64, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, TF_NORMAL, buffer4, 128 );
Screen->DrawInteger( 7, 2*screenWidth/3, 64, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, -1, -1, levelDamage, 0, 128 );
int buffer5[256] = "LEVEL SCORE/RECORD: ";
Screen->DrawString( 7, screenWidth/3, 80, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, TF_NORMAL, buffer5, 128 );
Screen->DrawInteger( 7, 2*screenWidth/3, 80, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, -1, -1, newScore, 0, 128 );
Screen->DrawInteger( 7, 2*screenWidth/3+32, 80, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, -1, -1, levelScore[Game->GetCurDMap()], 0, 128 );
int buffer6[256] = "Press A to continue";
Screen->DrawString( 7, screenWidth/3, 96, FONT_Z3, TEXTCOLOR, TEXTBGCOLOR, TF_NORMAL, buffer6, 128 );
WaitNoAction();
}
levelOver = false;
Link->Warp(0,0);
}
Edited by MoscowModder, 29 May 2012 - 04:55 PM.