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Merge branch 'profiles-play-set' into 'master'
Clean up Profile setting in edit menu flow (#34) Closes #34 See merge request KartKrew/RingRacers!51
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commit
8d9dab0edc
4 changed files with 27 additions and 18 deletions
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@ -564,7 +564,7 @@ static void PR_ApplyProfile_Appearance(profile_t *p, UINT8 playernum)
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static void PR_ApplyProfile_Settings(profile_t *p, UINT8 playernum)
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{
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// toggles
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// toggles -- be sure to also adjust M_ProfileEditApply
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CV_StealthSetValue(&cv_kickstartaccel[playernum], p->kickstartaccel);
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CV_StealthSetValue(&cv_autoroulette[playernum], p->autoroulette);
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CV_StealthSetValue(&cv_litesteer[playernum], p->litesteer);
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@ -621,6 +621,21 @@ void PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum)
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PR_ApplyProfile_Appearance(p, playernum);
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}
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void PR_ApplyProfileToggles(UINT8 profilenum, UINT8 playernum)
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{
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profile_t *p = PR_GetProfile(profilenum);
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// this CAN happen!!
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if (p == NULL)
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{
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// no need to be as loud...
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profilenum = 0; // make sure to set this so that the cvar is set properly.
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p = PR_GetProfile(profilenum);
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}
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PR_ApplyProfile_Settings(p, playernum);
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}
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void PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum)
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{
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profile_t *p = PR_GetProfile(profilenum);
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@ -230,6 +230,11 @@ void PR_ApplyProfile(UINT8 profilenum, UINT8 playernum);
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// Controls, kickstartaccel and "current profile" data is *not* modified.
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void PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum);
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// PR_ApplyProfileToggles(UINT8 profilenum, UINT8 playernum)
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// Applies ONLY controls and kickstartaccel.
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// Exposed for menu code exclusively.
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void PR_ApplyProfileToggles(UINT8 profilenum, UINT8 playernum);
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// PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum)
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// ONLY modifies "current profile" data.
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// Exists because any other option inteferes with rapid testing.
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@ -103,27 +103,16 @@ static void M_ProfileEditApply(void)
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optionsmenu.profile->fov = cv_dummyprofilefov.value;
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// If this profile is in-use by anyone, apply the changes immediately upon exiting.
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// Don't apply the profile itself as that would lead to issues mid-game.
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// Don't apply the full profile itself as that would lead to issues mid-game.
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if (belongsto > -1 && belongsto < MAXSPLITSCREENPLAYERS)
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{
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extern consvar_t cv_fov[MAXSPLITSCREENPLAYERS];
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CV_SetValue(&cv_kickstartaccel[belongsto], cv_dummyprofilekickstart.value);
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CV_SetValue(&cv_autoroulette[belongsto], cv_dummyprofileautoroulette.value);
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CV_SetValue(&cv_litesteer[belongsto], cv_dummyprofilelitesteer.value);
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CV_SetValue(&cv_autoring[belongsto], cv_dummyprofileautoring.value);
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CV_SetValue(&cv_rumble[belongsto], cv_dummyprofilerumble.value);
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CV_SetValue(&cv_fov[belongsto], cv_dummyprofilefov.value);
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PR_ApplyProfileToggles(optionsmenu.profilen, belongsto);
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}
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// Reapply player 1's real profile.
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// (And then we do this for P1 anyway. I didn't write
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// this code so I'm not sure why it's doing this, but it
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// can override cv_skin if forcecharacter is in effect!
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// I suspect this is intended to set cv_currprofile.
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// FIXME?)
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// Reapply player 1's real profile ID.
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if (cv_currprofile.value > -1)
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{
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PR_ApplyProfile(cv_lastprofile[0].value, 0);
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PR_ApplyProfilePretend(cv_lastprofile[0].value, 0);
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}
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}
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@ -278,10 +278,10 @@ void M_ProfileControlsConfirm(INT32 choice)
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M_ProfileControlSaveResponse(MA_YES);
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// Reapply player 1's real profile.
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// Reapply player 1's real profile ID.
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if (cv_currprofile.value > -1)
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{
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PR_ApplyProfile(cv_lastprofile[0].value, 0);
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PR_ApplyProfilePretend(cv_lastprofile[0].value, 0);
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}
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}
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