M_ChallengesInputs: Debugging code for temporarily re-locking existing opened challenges is now more important than resetting the grid, because the grid can be reset via -resetchallengegrid command line param

This commit is contained in:
toaster 2023-06-04 16:24:46 +01:00
parent 36191fa4db
commit 3aca89603b

View file

@ -545,24 +545,16 @@ boolean M_ChallengesInputs(INT32 ch)
{
challengesmenu.unlockcount[CC_CHAONOPE] = 6;
S_StartSound(NULL, sfx_s3k7b); //sfx_s3kb2
#if 0 // debugging
if (challengesmenu.currentunlock < MAXUNLOCKABLES)
{
if (gamedata->unlocked[challengesmenu.currentunlock] && challengesmenu.unlockanim >= UNLOCKTIME)
{
if (challengesmenu.unlockcount[CC_TALLY] > 0)
challengesmenu.unlockcount[CC_TALLY]--;
else
challengesmenu.unlockcount[CC_UNLOCKED]--;
}
Z_Free(gamedata->challengegrid);
gamedata->challengegrid = NULL;
gamedata->challengegridwidth = 0;
M_PopulateChallengeGrid();
M_UpdateChallengeGridExtraData(challengesmenu.extradata);
challengesmenu.pending = true;
M_ChallengesAutoFocus(challengesmenu.currentunlock, true);
#if 0 // debugging
if (challengesmenu.currentunlock < MAXUNLOCKABLES && challengesmenu.unlockanim >= UNLOCKTIME && gamedata->unlocked[challengesmenu.currentunlock] == true)
{
gamedata->unlocked[challengesmenu.currentunlock] = gamedata->unlockpending[challengesmenu.currentunlock] = false;
if (challengesmenu.unlockcount[CC_TALLY] > 0)
challengesmenu.unlockcount[CC_TALLY]--;
else
challengesmenu.unlockcount[CC_UNLOCKED]--;
}
#endif
}