The roulette contains NO (non-seeded) RNG anymore. You manually stop it at any time.
Still needs the visual of the items scrolling, to make it not blind.
Instead of the absolute insanity that is V_DrawCroppedPatch, which makes you specify the number of pixels to crop off the top/left and then the number of pixels to show after the crop ... you just use V_SetClipRect to create a rectangle for any future draws to be cropped down to, and V_ClearClipRect afterwards to clear it.
Currently only supported by V_DrawStretchyFixedPatch. Ideally other drawing functions should also receive clipping rectangle support too.
* `gamedata->unlockpending[MAXUNLOCKABLES]` stores info to prevent the same unlock causing multiple sounds, and simplify `M_GetNextAchievedUnlock`
* Remove the DEVELOP cechotext
* Each unlock on the challenges menu updates all the unlockables, rather than just `M_CheckUnlockConditions`
* The unlock update function handles the incoming unlock sound itself if `loud` is true. This will allow us to quickly replace every sound at once when we've made a decision what to use
Also:
* Fixes the size of the savebuffer allocation in `G_SaveGame` to account for the challengegrid array.
- Unlock explosions should occour relative to the highlighted coords, not the selected coords. (Yes, they can be disjoint.)
- I got the comments for left and right on challenge tile auto focus swapped.
- The rightwards cap on auto focus scroll for large tiles was handled incorrectly.
- M_ChallengesAutoFocus handles all scenarioes where the game automatically highlights a tile, rather than via user input
- Fix leftward scrolling onto highlighted large tiles being inconsistent between manual and auto selection
- Fix nonexistent challengegrid error case for input handler
- Way more comments, to help the maintainability of the code
System for netsyncing unlocks, inspired by but with nowhere near as many moving parts as (STJr/SRB2!1756).
* `gamedata->unlocked[MAXUNLOCKABLES]` is duplicated to `netUnlocked[MAXUNLOCKABLES]` (or all `true` in `dedicated`
* New `local` boolean for M_SecretUnlocked
* Removed last vestiges of SRB2 special stage token code because it occupied the spot in the netsave we wanted to use.
* Correct typing of multiple `m_cond` functions that returned `boolean` constants as `UINT8`s.