This is not ideal and I made an entire branch about avoiding making this change... but actually, this is necessary for consistent results in K_UpdateGPRank after both normal and GPEVENT rounds, and there's nothing we can do about it.
- LF2_HIDEINMENU is considered equivalent to LF2_FINISHNEEDED for:
- S_SoundTestDefLocked
- So you don't see podium stuff without having beaten a GP
- MV_FINISHNEEDED
- So the status is saved to gamedata and persists between launches if custom
- G_UpdateVisited is now called in K_FinishCeremony, so level is marked as beaten
Uses the multiple alt music options of the podium map's level header in a specific sequence, so it can slot in to the Stereo Mode music list natively, and so custom Podiums don't have to replace existing tracks to function.
- The previous location for updating grandprixinfo.rank.position and grandprixinfo.rank.skin was too early.
- K_GetPodiumPosition checks player->score
- Y_StartIntermission calls Y_CalculateMatchData
- Y_CalculateMatchData checks K_CalculateGPGrade... which uses invalid position info to determine grade!
- Y_CalculateMatchData updates player score
- To this end, rearrange Y_CalculateMatchData to accomodate.
- Calls K_UpdateGPRank.
- Then, calls K_CalculateGPGrade.
- Also called after G_UpdateVisited if no intermission occours, for general consistency.
- In addition, adjust so earlier players have port priority for skin saved to gamedata.
An immediate level change on command, to the specified level (via string).
Utilises the existing nextmapoverride and skipstats system, but with skipstats assumed to be the default.
- titlecam.mobj cannot have P_SetTarget applied when initially setting to NULL, as its previous occupant is some unknown region in memory, and modifying the reference count could in fact change some random number or address ANYWHERE IN THE ENTIRE PROGRAM.
- So we straight up wipe it rather than referenced-unset it in one place, always, for general tidiness.
- Also move skyboxcenterpnts, skyboxviewpnts, and iquetail/iquehead so it's all centralised.
Made sure there is more than enough headroom for our current purposes.
It should be easy to double again if necessary now that the datatypes have been increased... but that would be obscene at this point
- 1024 Unlockables and 1024 Conditions (these were always tied together in slots)
- 2048 emblems (Medals + nonmedals). If we ship with ~250 maps this permits 8 Medals per map - which is higher than we intend right now but could easily fill out in patches
- New Rank icons
- Use Minimap-sized Emerald instead of Battle HUD
- Shows associated character you last updated (or matched) the position with
- Also removes the temporary printout display on G_LoadGameData.
Please note this is incompatible with gamedata from previous commits on this branch. As always, keep a backup of your last stable gamedata.
A system for record data to point to either loaded or unloaded skins.
- When writing to gamedata, stores a funny internal reference id on skinrecord_t.
- This ID is then used when writing out subsequent references ala mobjnum.
- As an example, has been attached to cup windata.
- Also assigned based on profile skin when gamedata importprofilewins event is occouring.
- Set to your current skin if you complete a Cup, OR if you get equal or better on any existing Cup.
- Successfully reassigned alongside unloadedskin records when a skin is added.
- TEMPORARY: Character ownership of Cup wins are displayed in your latest-log.txt, in lieu of an update to the cupgrid