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Less hostile, sheen-like highlight if a lot of the Challenge Grid is still pending
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parent
90ac08fb0a
commit
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1 changed files with 16 additions and 5 deletions
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@ -6713,8 +6713,16 @@ drawborder:
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if (num < MAXUNLOCKABLES && gamedata->unlockpending[num])
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{
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INT32 area = (ref->majorunlock) ? 42 : 20;
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V_DrawFadeFill(x, y, area, area, 0, flashmap[(skullAnimCounter/5) ? 99 : 101], 2);
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const INT32 area = (ref->majorunlock) ? 42 : 20;
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INT32 val;
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for (i = 0; i < area; i++)
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{
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val = (x + i + challengesmenu.ticker) % 40;
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if (val >= 20)
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val = 40 - val;
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val = (val + 6)/5;
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V_DrawFadeFill(x + i, y, 1, area, 0, flashmap[98 + val], 2);
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}
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}
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if (hili)
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@ -7499,8 +7507,6 @@ static void M_DrawChallengeScrollBar(UINT8 *flashmap)
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INT32 hilix, nextstep, i, completionamount, skiplevel;
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UINT8 flashcol = flashmap[(skullAnimCounter/5) ? 99 : 101];
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// selection
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hilix = COLTOPIX(challengesmenu.col);
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V_DrawFill(barx + hilix, bary-1, hiliw, 1, 0);
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@ -7557,7 +7563,12 @@ static void M_DrawChallengeScrollBar(UINT8 *flashmap)
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if (gamedata->unlockpending[gamedata->challengegrid[i]] == false)
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continue;
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V_DrawFill(barx + hilix, bary, hiliw, barh, flashcol);
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INT32 val = (hilix + challengesmenu.ticker) % 40;
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if (val >= 20)
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val = 40 - val;
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val = (val + 6)/10;
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V_DrawFill(barx + hilix, bary, hiliw, barh, flashmap[99 + val]);
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// The pending fill overrides everything else.
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completionamount = -1;
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