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https://github.com/KartKrewDev/RingRacers.git
synced 2026-04-27 20:41:46 +00:00
Rework debugchallenges a little
- Instead of referring to conditionset id, the number you provide is unlockable id (as seen in unlocks.pk3, so plus one).
- This is preferable because multiple unlocks have the same conditionset.
- Show flashing highlight for the desired unlockable id on the scrollbar, too
- Different flash to unlock that hasn't been inspected yet
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1 changed files with 22 additions and 4 deletions
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@ -6417,9 +6417,9 @@ static void M_DrawChallengeTile(INT16 i, INT16 j, INT32 x, INT32 y, UINT8 *flash
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#ifdef DEVELOP
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#ifdef DEVELOP
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if (cv_debugchallenges.value > 0 &&
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if (cv_debugchallenges.value > 0 &&
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cv_debugchallenges.value != ref->conditionset)
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cv_debugchallenges.value != num+1)
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{
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{
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// Searching for a conditionset, fade out any tiles
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// Searching for an unlockable ID, fade out any tiles
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// that don't match.
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// that don't match.
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tileflags = V_80TRANS;
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tileflags = V_80TRANS;
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}
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}
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@ -6749,7 +6749,7 @@ drawborder:
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// Display the conditionset for this tile.
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// Display the conditionset for this tile.
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V_DrawThinString(x, y,
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V_DrawThinString(x, y,
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ref->conditionset == cv_debugchallenges.value ? V_AQUAMAP : V_GRAYMAP,
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ref->conditionset == cv_debugchallenges.value ? V_AQUAMAP : V_GRAYMAP,
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va("%u", ref->conditionset));
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va("%u", num+1));
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}
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}
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#endif
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#endif
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}
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}
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@ -7508,6 +7508,10 @@ static void M_DrawChallengeKeys(INT32 tilex, INT32 tiley)
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static void M_DrawChallengeScrollBar(UINT8 *flashmap)
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static void M_DrawChallengeScrollBar(UINT8 *flashmap)
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{
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{
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#ifdef DEVELOP
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extern consvar_t cv_debugchallenges;
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#endif
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const INT32 bary = 4, barh = 1, hiliw = 1;
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const INT32 bary = 4, barh = 1, hiliw = 1;
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if (!gamedata->challengegrid || !gamedata->challengegridwidth)
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if (!gamedata->challengegrid || !gamedata->challengegridwidth)
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@ -7574,7 +7578,21 @@ static void M_DrawChallengeScrollBar(UINT8 *flashmap)
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if (gamedata->challengegrid[i] >= MAXUNLOCKABLES)
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if (gamedata->challengegrid[i] >= MAXUNLOCKABLES)
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continue;
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continue;
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if (gamedata->unlocked[gamedata->challengegrid[i]] && completionamount != -1)
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#ifdef DEVELOP
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if (cv_debugchallenges.value > 0
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&& cv_debugchallenges.value == gamedata->challengegrid[i]+1)
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{
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V_DrawFill(barx + hilix, bary, hiliw, barh, (challengesmenu.ticker & 2) ? 0 : 32);
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// The debug fill overrides everything else.
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completionamount = -1;
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}
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#endif
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if (completionamount == -1)
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continue;
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if (gamedata->unlocked[gamedata->challengegrid[i]])
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{
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{
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completionamount += (10/CHALLENGEGRIDHEIGHT);
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completionamount += (10/CHALLENGEGRIDHEIGHT);
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