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UnlockPercent: Add fudge value
If you're hypothetically gating a Character behind 100% of Characters unlocked... that'll never come true! To that end, allow a fudge value to be specified. It's added to the unlock count before comparing it against the percentage.
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d122ddf1c7
commit
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2 changed files with 10 additions and 3 deletions
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@ -2765,8 +2765,17 @@ static void readcondition(UINT16 set, UINT32 id, char *word2)
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deh_warning("Condition challenge type \"%s\" invalid for condition ID %d", params[2], id+1);
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deh_warning("Condition challenge type \"%s\" invalid for condition ID %d", params[2], id+1);
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return;
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return;
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}
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}
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x2 = 0;
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if (params[3])
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{
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// fudge value
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x2 = atoi(params[3]);
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}
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}
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}
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}
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else
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x2 = 1; // guaranteed fudge for raw Unlockables count
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}
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else if ((offset=0) || fastcmp(params[0], "ADDON")
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else if ((offset=0) || fastcmp(params[0], "ADDON")
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|| (++offset && fastcmp(params[0], "CREDITS"))
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|| (++offset && fastcmp(params[0], "CREDITS"))
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|| (++offset && fastcmp(params[0], "REPLAY"))
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|| (++offset && fastcmp(params[0], "REPLAY"))
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@ -1351,7 +1351,7 @@ boolean M_CheckCondition(condition_t *cn, player_t *player)
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case UC_UNLOCKPERCENT:
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case UC_UNLOCKPERCENT:
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{
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{
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UINT16 i, unlocked = 0, total = 0;
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UINT16 i, unlocked = cn->extrainfo2, total = 0;
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// Special case for maps
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// Special case for maps
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if (cn->extrainfo1 == SECRET_MAP)
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if (cn->extrainfo1 == SECRET_MAP)
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@ -1396,8 +1396,6 @@ boolean M_CheckCondition(condition_t *cn, player_t *player)
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unlocked++;
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unlocked++;
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}
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}
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unlocked++; // Try to account for this one too
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}
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}
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else
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else
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{
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{
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