- Stop sounds first, as before.
- Do most player updates before M_UpdateUnlockablesAndExtraEmblems is called
- Allows us to make Challenges dependent on end-of-round Standings
- Then Challenges and gamedata...
- Then, group all important game state updates together.
- THEN, finally assign PF_NOCONTEST when exitlevel occours.
- Prevents No Contest-based Challenges from firing cheesily
- Finally, Intermission-related material (also as before).
Currently exists for:
- Generating a Chao Key
- Attempting to use a Chao Key on a Major Challenge
- Only shows after Generating a Chao Key just so it doesn't fire before you know what's going on
Text is preliminary
Fills up as you complete challenges.
Unlock all Challenges without using Chao Keys on a major tile to get the Beginner Chao Medal.
Do so without using any Chao Keys at all and you get 101%, with the Challenge Chao Medal!
(This can retroactively apply if you complete the relevant tasks legitimately at a later date.)
Also makes CC_s into an enum (now prefixed with CMC_, since CC_MAX exists in a header file already).
Resolves#704
Now converts to skin prefcolor in:
- Player menu party
- Challenges menu
- Why it's done on this branch - want to avoid merge conflicts
- Gamepad indicator
- Actually fixes a bug at the same time for skins with nonstandard startcolors
- Must have every challenge surrounding it unlocked. (CHE_ALLCLEAR, see previous commits)
- Takes 10 Chao Keys.
- Has a swag animation.
In addition:
- Replace the DEVELOP-only Z button behaviour with "add a free key", since large tiles are no longer permalocked, only expensive.
- M_UpdateChallengeGridExtraData: Register whether major unlock tiles have had every surrounding Challenge cleared (CHE_ALLCLEAR)
- M_DrawChallengeTile: For locked tiles with CHE_ALLCLEAR, show a little dot (temporary drawer)
This basically came to me in a dream, who am I to look the horse in its mouth
- Press to start a shuffled sequence, losing your current position in the autosequence.
- Press again to disable, but keep your current track.
- Adjust horizontal offset of Stereo buttons slightly.
- More judiciously comment Sound Test functionality, to assist future maintainers.
Screen shake was being done from the Broly vfx, which does scaling shenanigans so it caused Proximity Mine explosions to make the camera go apeshit.
I'm also pretty sure the hitlag calcs Proximity Mine did for the broly effect was wrong, not sure though? I'm trying something else and I think it's better.