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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
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1 changed files with 9 additions and 17 deletions
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@ -545,24 +545,16 @@ boolean M_ChallengesInputs(INT32 ch)
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{
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challengesmenu.unlockcount[CC_CHAONOPE] = 6;
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S_StartSound(NULL, sfx_s3k7b); //sfx_s3kb2
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#if 0 // debugging
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if (challengesmenu.currentunlock < MAXUNLOCKABLES)
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{
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if (gamedata->unlocked[challengesmenu.currentunlock] && challengesmenu.unlockanim >= UNLOCKTIME)
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{
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if (challengesmenu.unlockcount[CC_TALLY] > 0)
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challengesmenu.unlockcount[CC_TALLY]--;
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else
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challengesmenu.unlockcount[CC_UNLOCKED]--;
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}
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Z_Free(gamedata->challengegrid);
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gamedata->challengegrid = NULL;
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gamedata->challengegridwidth = 0;
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M_PopulateChallengeGrid();
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M_UpdateChallengeGridExtraData(challengesmenu.extradata);
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challengesmenu.pending = true;
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M_ChallengesAutoFocus(challengesmenu.currentunlock, true);
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#if 0 // debugging
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if (challengesmenu.currentunlock < MAXUNLOCKABLES && challengesmenu.unlockanim >= UNLOCKTIME && gamedata->unlocked[challengesmenu.currentunlock] == true)
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{
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gamedata->unlocked[challengesmenu.currentunlock] = gamedata->unlockpending[challengesmenu.currentunlock] = false;
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if (challengesmenu.unlockcount[CC_TALLY] > 0)
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challengesmenu.unlockcount[CC_TALLY]--;
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else
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challengesmenu.unlockcount[CC_UNLOCKED]--;
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}
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#endif
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}
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