mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Roundqueue rank-restricted entry special case visual
- Show if you've ever visited a Special Stage
- Show if you're on the final non-Special Stage cup round and you're on pace to enter
- A horizontal line to the Prize option, which has its own unique bump around it.
- Frustratingly has to be done inside the loop, due to overlap and order of operation issues.
This commit is contained in:
parent
a333b265b4
commit
4cb639307c
2 changed files with 144 additions and 49 deletions
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@ -4165,6 +4165,7 @@ static void G_GetNextMap(void)
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}
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else if (roundqueue.size > 0)
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{
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// See also Y_CalculateMatchData
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boolean permitrank = false;
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if (grandprixinfo.gp == true
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&& grandprixinfo.gamespeed >= KARTSPEED_NORMAL)
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192
src/y_inter.c
192
src/y_inter.c
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@ -80,6 +80,7 @@ typedef struct
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boolean rankingsmode; // rankings mode
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boolean gotthrough; // show "got through"
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boolean showrank; // show rank-restricted queue entry at the end, if it exists
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boolean encore; // encore mode
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} y_data;
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@ -224,6 +225,32 @@ static void Y_CalculateMatchData(UINT8 rankingsmode, void (*comparison)(INT32))
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data.headerstring[sizeof data.headerstring - 1] = '\0';
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if (gamedata->everseenspecial == true)
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{
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data.showrank = true;
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}
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else
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{
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// See also G_GetNextMap
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data.showrank = false;
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if (grandprixinfo.gp == true
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&& grandprixinfo.gamespeed >= KARTSPEED_NORMAL
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&& roundqueue.size > 1
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&& roundqueue.entries[roundqueue.size - 1].rankrestricted == true
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)
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{
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if (roundqueue.position == roundqueue.size)
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{
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data.showrank = true;
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}
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else if (roundqueue.position == roundqueue.size-1)
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{
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// On A rank pace? Then you get a chance for S rank!
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data.showrank = (K_CalculateGPGrade(&grandprixinfo.rank) >= GRADE_A);
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}
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}
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}
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data.encore = encoremode;
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memset(data.jitter, 0, sizeof (data.jitter));
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@ -652,12 +679,12 @@ skiptallydrawer:
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patch_t *queuebg_flat = W_CachePatchName("R_RMBG1", PU_PATCH);
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patch_t *queuebg_upwa = W_CachePatchName("R_RMBG2", PU_PATCH);
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patch_t *queuebg_down = W_CachePatchName("R_RMBG3", PU_PATCH);
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//patch_t *queuebg_prize = W_CachePatchName("R_RMBG4", PU_PATCH);
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patch_t *queuebg_prize = W_CachePatchName("R_RMBG4", PU_PATCH);
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// Progression lines
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patch_t *line_upwa[BPP_MAX];
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patch_t *line_down[BPP_MAX];
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// patch_t *line_flat[BPP_MAX];
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patch_t *line_flat[BPP_MAX];
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line_upwa[BPP_AHEAD] = W_CachePatchName("R_RRMLN1", PU_PATCH);
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line_upwa[BPP_DONE] = W_CachePatchName("R_RRMLN3", PU_PATCH);
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@ -666,11 +693,11 @@ skiptallydrawer:
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line_down[BPP_AHEAD] = W_CachePatchName("R_RRMLN2", PU_PATCH);
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line_down[BPP_DONE] = W_CachePatchName("R_RRMLN4", PU_PATCH);
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line_down[BPP_SHADOW] = W_CachePatchName("R_RRMLS2", PU_PATCH);
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/*
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line_flat[BPP_AHEAD] = W_CachePatchName("R_RRMLN5", PU_PATCH);
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line_flat[BPP_DONE] = W_CachePatchName("R_RRMLN6", PU_PATCH);
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line_flat[BPP_SHADOW] = W_CachePatchName("R_RRMLS3", PU_PATCH);
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*/
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// Progress markers
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patch_t *rpmark = W_CachePatchName("R_RPMARK", PU_PATCH);
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patch_t *level_dot[BPP_MAIN];
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@ -687,6 +714,7 @@ skiptallydrawer:
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prize_dot[BPP_DONE] = W_CachePatchName("R_RRMRK6", PU_PATCH);
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UINT8 *colormap = NULL, *oppositemap = NULL;
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fixed_t playerx = 0, playery = 0;
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UINT8 pskin = MAXSKINS;
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UINT16 pcolor = SKINCOLOR_NONE;
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@ -707,8 +735,29 @@ skiptallydrawer:
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oppositemap = R_GetTranslationColormap(TC_DEFAULT, skincolors[pcolor].invcolor, GTC_CACHE);
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}
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//x = 24;
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x = (BASEVIDWIDTH - 24*(roundqueue.size - 1)) / 2;
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UINT8 workingqueuesize = roundqueue.size;
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boolean upwa = false;
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if (roundqueue.size > 1
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&& roundqueue.entries[roundqueue.size - 1].rankrestricted == true
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)
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{
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if (roundqueue.size & 1)
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{
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upwa = true;
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}
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workingqueuesize--;
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}
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if (data.showrank == true)
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{
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x = 24;
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}
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else
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{
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x = (BASEVIDWIDTH - 24*(workingqueuesize - 1)) / 2;
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}
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// Fill in background to left edge of screen
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fixed_t xiter = x;
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@ -718,18 +767,19 @@ skiptallydrawer:
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V_DrawMappedPatch(xiter, 167, 0, queuebg_flat, greymap);
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}
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for (i = 0; i < roundqueue.size; i++)
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for (i = 0; i < workingqueuesize; i++)
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{
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// Draw the background, and grab the appropriate line, to the right of the dot
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patch_t **choose_line = NULL;
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if (i & 1)
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upwa ^= true;
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if (upwa == false)
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{
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y = 171;
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V_DrawMappedPatch(x, 167, 0, queuebg_down, greymap);
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if (i+1 != roundqueue.size) // no more line?
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if (i+1 != workingqueuesize) // no more line?
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{
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choose_line = line_down;
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}
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@ -738,7 +788,7 @@ skiptallydrawer:
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{
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y = 179;
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if (i+1 != roundqueue.size) // no more line?
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if (i+1 != workingqueuesize) // no more line?
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{
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V_DrawMappedPatch(x, 167, 0, queuebg_upwa, greymap);
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@ -750,9 +800,10 @@ skiptallydrawer:
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}
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}
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// Draw the line to the right of the dot (if valid)
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if (choose_line != NULL)
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{
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// Draw the line to the right of the dot
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V_DrawMappedPatch(
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x - 1, 178,
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0,
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@ -767,12 +818,68 @@ skiptallydrawer:
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roundqueue.position > i+1 ? colormap : NULL
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);
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}
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else
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{
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// No more line! Fill in background to right edge of screen
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xiter = x;
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while (xiter < BASEVIDWIDTH)
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{
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xiter += 24;
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V_DrawMappedPatch(xiter, 167, 0, queuebg_flat, greymap);
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}
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// Handle special entry on the end
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// (has to be drawn before the semifinal dot due to overlap)
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if (data.showrank == true)
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{
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const fixed_t x2 = 290;
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if (roundqueue.position == roundqueue.size)
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{
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playerx = x2;
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playery = y;
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}
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// Special background bump
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V_DrawMappedPatch(x2 - 13, 167, 0, queuebg_prize, greymap);
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// Draw the final line
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xiter = x + 6;
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while (xiter < x2 - 6)
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{
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V_DrawMappedPatch(
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xiter - 1, 177,
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0,
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line_flat[BPP_SHADOW],
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NULL
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);
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V_DrawMappedPatch(
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xiter - 1, 179,
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0,
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line_flat[roundqueue.position == roundqueue.size ? BPP_DONE : BPP_AHEAD],
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roundqueue.position == roundqueue.size ? colormap : NULL
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);
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xiter += 2;
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}
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// Draw the final dot
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V_DrawMappedPatch(
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x2 - 8, y,
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0,
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prize_dot[roundqueue.position == roundqueue.size ? BPP_DONE : BPP_AHEAD],
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roundqueue.position == roundqueue.size ? oppositemap : colormap
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);
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}
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}
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// Now draw the dot
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patch_t **chose_dot = NULL;
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if (roundqueue.entries[i].rankrestricted == true)
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{
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// This shouldn't show up in regular play, but don't hide it entirely.
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chose_dot = prize_dot;
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}
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else if (grandprixinfo.gp == true
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@ -796,55 +903,42 @@ skiptallydrawer:
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);
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}
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// Draw the player position through the round queue!
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if (roundqueue.position == i+1)
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{
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// Draw outline for rank icon
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V_DrawMappedPatch(
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x - 10, y - 14,
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0, rpmark,
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NULL
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);
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if (pskin < numskins
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&& pcolor != SKINCOLOR_NONE
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)
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{
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// Draw the player's rank icon
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V_DrawMappedPatch(
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x - 9, y - 13,
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0,
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faceprefix[pskin][FACE_RANK],
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R_GetTranslationColormap(pskin, pcolor, GTC_CACHE)
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);
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}
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playerx = x;
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playery = y;
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}
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x += 24;
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}
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// Fill in background to right edge of screen
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xiter = x;
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while (xiter < BASEVIDWIDTH)
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// Draw the player position through the round queue!
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if (playery != 0)
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{
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V_DrawMappedPatch(xiter, 167, 0, queuebg_flat, greymap);
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xiter += 24;
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}
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// Change alignment
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playerx -= 10;
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playery -= 14;
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/*
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V_DrawMappedPatch(253, 167, 0, queuebg_flat, greymap);
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V_DrawMappedPatch(277, 167, 0, queuebg_prize, greymap);
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V_DrawMappedPatch(301, 167, 0, queuebg_flat, greymap);
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// Draw outline for rank icon
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V_DrawMappedPatch(
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playerx, playery,
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0, rpmark,
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NULL
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);
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// haha funny 54-part progress bar
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// i am a dumbass and there is probably a better way to do this
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for (UINT16 x2 = 172; x2 < 284; x2 += 2)
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{
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// does not account for colormap since at the moment that will never be seen
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V_DrawMappedPatch(x2, 177, 0, line_flat[BPP_SHADOW], NULL);
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V_DrawMappedPatch(x2, 179, 0, line_flat[BPP_AHEAD], NULL);
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if (pskin < numskins
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&& pcolor != SKINCOLOR_NONE
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)
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{
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// Draw the player's rank icon
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V_DrawMappedPatch(
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playerx + 1, playery + 1,
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0,
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faceprefix[pskin][FACE_RANK],
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R_GetTranslationColormap(pskin, pcolor, GTC_CACHE)
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);
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}
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}
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*/
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}
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if (netgame)
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