- You will only see one uncompleted course on the Tutorial level select at a time.
- All subsequent stages will not be visible.
- This actually doesn't apply if you've beaten all the basegame Tutorial courses, and then load custom ones, to avoid discouraging the creation of those.
- If you select the menu and any loaded Tutorial stage is not completed, that stage will be highlighted automatically.
- Uses the same icon as the Grand Prix backup tracker
- Partly because it's the same general concept, saving your progress between sessions and alerting you to incompletion
- Partly so I didn't have to bother any asset creators for something more specialised
The author of this commit is hesitant to allow mapwarp to bypass completion requirements under regular circumstances, but happy enough to make the exception for specifically GT_TUTORIAL.
A first pass in attempts to fix crashes when ACS causes map changes.
Frustratingly still got a crash, but I think this is definitely the right foundation to work with.
The way the cap was being handled was kind of messed up, and was trying to subtract your existing Super Ring count.
But because the datatype doesn't support negative numbers, it rolled under to approx UINT16_MAX!
Fix the datatypes and add the extra over-range check to prevent this from happening again.
- VS_ArenaCenterInit - setting up the boss arena centerpoint
- VS_GetArena - Getting a particular arena
- VS_PredictAroundArena - Predict momentum of object around arena
- VS_RandomPointOnArena - Select random position around arena
- Gametypes have "GPpic" and "GPpicMini" parameters
- These are shown in contexts where a Round Number would be shown in GP, but an eventmode is under way.
- Instead of having different rules to show up on the pause menu, titlecard, and tally/intermission...
- Pause Menu Roundqueue, Tally, and Intermission have all been aligned to the same rules.
- As long as the titlecard is standard, it will show the GP Pic per those rules. (GTR_SPECIALSTART and GTR_BOSS still have their unique behaviour here)
- If owner->xtralife isn't 0...
- For every 20 Rings we count up, increment livesAdded.
- If at the end of the ring count livesAdded is less than owner->xtralife, set livesAdded to that value.
- Every time livesAdded is changed, play the sound and set the blink.
- Caps the number of added lives to the same as P_GivePlayerLives would permit.
Fixes several things to do with the boss healthbar.
- Makes its randomised jitter work with interp/pause
- Constantly calling the external PRNG tanks performance, at least on Windows, so this solves that too
Done as a special non-netsynced random class so the author of this commit wouldn't have to create a third suite of duplicated Random functions.