- UINT8 *buffer for AddGhost must now be allocated and filled externally.
- Introduce P_TryAddExternalGhost helper function for existing external ghosts.
- Call vRes_Free(curmapvirt) later, and NULL to make incorrect usage immediately obvious.
- Permits IT_ARROWS routines to distinguish between a rightward input and an A-button input.
- Only M_ChangeCvar needed to change to accomodate this - every other example of IT_ARROWS already acommodates this
- Demos are VERY large and should not be cached for every map in the game all at once.
- Instead, store a small amount of data related to staff ghosts for later reference.
- best time (for use in Medals)
- best lap (maybe use for Medals too)
- player name (for use in Time Attack menu)
Do not permit a menu message to be interacted with if it has not completely risen.
Fixes the occasional skip if you hold the button a fraction of a frame too long, which most scarily could happen on the data erase confirmation...
If Playing(), does nothing.
- If NULL, cycle between Cascade Cave as is traditional.
- If ".", stop music. (will one day be used for sound test)
- Any other case, call S_ChangeMusicInternal on the string directly
Notable menu sets:
- All Extra menus, excepting the Replay Hut, use "EXTRAS"
- Replay Hut uses "REPLAY"
- All online menus use "NETMD2".
- I know we wanted to do something with switching between "NETMDE" and "NETMD2". I would prefer a more consistent API for transferring song position across between tracks be implemented before implementing this.
- Known bug: Music restarts when exiting from failed connection screen
- Known bug: Music goes back to Cascade Cave when selecting "GO" for server creation
- Wontfix as we want that button to go directly to the voting screen, which we can do in a voting revamp branch
- Data Erase, Profile Erase: "SHWDN2"
- Not in the spec but I think it's both funny and a valuable tell for the most "dangerous" menu to play with.
- Also shifts the background to SKINCOLOR_BLACK
- Correctly restore menu state after failed record attack run
- Making things easier for future work - use demo.title as signifier to go back to title screen
- restoreMenu, M_SpecificMenuRestore
- From any Cup Select, Level Select, or Time Attack context (including non-net replay playback), return to the relevant "core menu"
- From any server OR server connection failure, return to the Online EGGA CHANNEL top-level menu
- From netreplay, head to replay hut without incorrect gamestate/fade cope
- Interruption for Challenges unlock sequence now happens on all menu returns, not just post-titlescreen
- M_StartControlPanel
- Integrate with above
- Handle menu re-initialisation properly under more contexts
- D_ClearState
- Split out from D_StartTitle
- Can be used alongside M_StartControlPanel to restore menu state from any play session in a way just as reliable as D_StartTitle was
These are completely incompatible with newmenus because we can't assume anyone would have these buttons unbound. If we add anything like them later, they'll be user-bindable - but the point of good menu design is to not require shortcut keys.
- Fix starting the playback mini-menu
- Fix playback mini-menu input not being natively horizontal
- Fix playback mini-menu having been written before r_splitscreen refactor
- Move heinous modifying-menu-data-in-the-drawer behaviour to an actual dedicated ticker
Initialises Time Attack menu
- Check for replay file's existence before showing related options
- Parity with pre-newmenus behaviour
- Replay/guest-save functionality not yet (re)implemented
- Handles mutli-gametype timeattack level select listings more thoroughly
Corrects an oversight I thought of over the past few days.
- Permits a mapper doing minimap maintenance on multiple maps in one uninterrupted game session.
- Standard Filename format example: RR_GREENHILLS-MINIMAP.png
- Multiplier filename format example: RR_GREENHILLS-MINIMAP-10.png