- Uses P_GetNextEmerald to determine the associated emerald. Earlier work paying dividends!
- Color selected matching Cup Select screen
- New states which can be used in other contexts
- S_SUPEREMERALD1 and S_SUPEREMERALD2
- S_SUPEREMERALD_UNDER
- Uses a lot of existing apparatus, just leveraged to draw horizontally instead of a full map.
- Currently only functional in Sealed Star contexts, due to K_GetCircuitLength having no clean alternative for sprint tracks.
- Tracks Catcher/Emerald.
- K_drawKartProgressionMinimapIcon and K_getKartProgressionMinimapDistance
- Abstracts the progress of converting distance to finish into a position on the bar.
- Sibling function of K_drawKartMinimapIcon
- The author of this commit wanted to make it an alternate outcome of this function, which it shares a lot of similarity with, but doing waypoint traversal in HUD for objects that don't independently track their distance would absolutely tank performance.
- Tidying up in the main function permitted less minimap state to be used in these.
- Use a minimap-like graphic for the background area
- The goofy name comes from a delightfully awful development conversation
- Make the entire thing snap to the screen's bottom and slide in
- Fix a potential sqrt of a negative/zero value
This can effectively award the performance of a thok
barrier automatically, for walls that completely fill the
screen vertically. (Not pegged midtextures.)
Prep for creating a third variant. Control flow is largely
the same between these two leveraging if constexpr seems
appropriate.
Also splits the crunch goto label away into a new function
called R_CrunchWallSegment.
Previously, line-based portals accessed global
ceilingclip/floorclip before the current seg was rendered.
This means clipping for such portals would be based on
whichever seg happened to render before. Additionally,
ceilingclip/floorclip have more to do with clipping the
visplanes than the height of the wall between (for
instance, using these values doesn't work for two-sided
lines that create a "window" between the planes). The
correct approach that should always work is using the
midtexture's height from inside of R_RenderSegLoop.
- Make the check consistent between HUD and Challenge conditions by revolving both around M_NotFreePlay.
- The HUD appearance checked every individual component of K_CanChangeRules, so just straight up do that here.
- If the rules can be changed, battleprisons is always FREE PLAY no matter how many players are present (because it can change quickly).
- On level load for GT_TUTORIAL:
- Forces to requested skin (or Eggman if not specified).
- Named `relevantskin` and not `tutorialskin` in case it's useful to use the same apparatus later for Adventure.
- Also sets default skincolor and disables follower.
- Replaces `tutorialmode`.
- Forces gamespeed to Easy, with no POSITION.
- Laps are currently disabled as well, but this can be changed if necessary.
- Hides Free Play.
- Does not count as a played round (except for Chao Keys).
`tutorialmap` has also been removed. This will be replaced in a later commit with something that plays nicer with Ring Racers' existing systems.
- Cooperative gametypes do not count as FREE PLAY
- Sealed Stars count as a Cooperative gametype
- Fix Battle Fullscreen having had inverted presence of FREE PLAY since bosses were added
- Will silently merge conflict with !1093, make sure to adjust PROFILEVER handling
- (profile_t *)->rumble
- cv_rumble[MAXSPLITSCREENPLAYERS]
- cv_dummyprofilerumble
- Disables all current rumbles when toggling off
- Prevents new rumbles from being set while turned off