- Integrates the maps with multiple tracks into the Next/Prev sequence, if true.
- For testing, currently active - but I may add features later that would be more fitting.
- Fix inverted skipnull condition for forward sequence traversal
- Remove comment stating we used a naive implementation. The author of this commit used a triple pointer in the last one, this is anything but naive
- Called on game start and file add
- Creates a seperate linked list sequence for map-related order
- All tracks without associated map in level order
- All tracks with maps in a cup in cup order
- All tracks with maps in Lost and Found
- Minimum viable implementation
- New horizontal menu
- FUTURE WORK: visuals are extremely basic
- Accessible from both Extras and in-game Pause if SECRET_SOUNDTEST is unlocked
- Rather than the Shadow-the-Hedgehog style free select of SRB2's Sound Test, it's a Best Of The Hacks And Fan Music Sega CD player.
- Back
- Exit menu
- Stop
- Stops Stereo music entirely
- Pause
- Pauses Stereo music without losing place in sequence
- FUTURE WORK: This should probably just pause the actual player ala minimised viewport
- Play
- Begins Stereo music on non-NULL musicdef entry
- Track
- For NULL soundtest entry:
- Switches between sfx
- For musicdefs with multiple tracks:
- Switches between them
- Prev and Next
- Changes musicdef entry
- FUTURE WORK: This is extremely naive and doesn't respect the following
- Cup order
- Unlocks
- Overrides all game-requested music changes when in Play or Pause mode
- This makes it an actual fun in-game feature as a menuification of the `tunes` command, not just a pure novelty.
Don't do this because in sdl/i_video.cpp,
S_InitMusicVolume is called to unmute music when the
window is refocused. Because I_StartupGraphics is called
before those cvars are added and it is an error to try to
set a cvar before it is added.
Sounds are not started if the window is unfocused,
regardless of sound_disabled.
Fixes -nosound not working (sounds would always be
reenabled if window comes into focus).
* The existing structs are now exclusively for handling extra data.
* `specialStage` has been renamed to `specialstageinfo`, to reflect that it is not the sole arbiter.
* `specialstageinfo.valid` and `bossinfo.valid` are what must be checked before grabbing data from either struct.
* These are turned on when the gametype extra data is successfully initialised, not on map start.
* `K_InitBossHealthBar(...)` for `bossinfo.valid`
* `K_InitSpecialStage(void)` for `specialstageinfo.valid`
* `K_CanChangeRules(...)` no longer checks these
* No longer uses duplicate encore information.
* The map command (and -warp) now guesses gametype using a general `G_GuessGametypeByTOL(UINT32)` function
* Grabs the first gametype with an overlap between the requested TOL and the gametype's TOL.
* The cool Versus-specific intro is now checked via `K_CheckBossIntro()`.
- Add "author" and "originalcomposers" fields
- "author" is for remixes and original compositions, can be ommitted
- "originalcomposers" will not be visible mid-game, but will be visible in music test. Stores original sound team info
- Store all strings as Zone memory instead of static arrays, since not every field will be relevant for every track
Can be used to disable VFX, so it can only appear if its owner is a display player. If no owner is provided, then it will be removed entirely.
Applied to most things that Ivo asked for