Has ifdef'd out code for conditions to change between white and yellow when achieved to match V1 behaviour... wasn't able to figure out why it wasn't working, so dummied out for now.
The roulette contains NO (non-seeded) RNG anymore. You manually stop it at any time.
Still needs the visual of the items scrolling, to make it not blind.
Instead of the absolute insanity that is V_DrawCroppedPatch, which makes you specify the number of pixels to crop off the top/left and then the number of pixels to show after the crop ... you just use V_SetClipRect to create a rectangle for any future draws to be cropped down to, and V_ClearClipRect afterwards to clear it.
Currently only supported by V_DrawStretchyFixedPatch. Ideally other drawing functions should also receive clipping rectangle support too.
* `gamedata->unlockpending[MAXUNLOCKABLES]` stores info to prevent the same unlock causing multiple sounds, and simplify `M_GetNextAchievedUnlock`
* Remove the DEVELOP cechotext
* Each unlock on the challenges menu updates all the unlockables, rather than just `M_CheckUnlockConditions`
* The unlock update function handles the incoming unlock sound itself if `loud` is true. This will allow us to quickly replace every sound at once when we've made a decision what to use
Also:
* Fixes the size of the savebuffer allocation in `G_SaveGame` to account for the challengegrid array.
- Unlock explosions should occour relative to the highlighted coords, not the selected coords. (Yes, they can be disjoint.)
- I got the comments for left and right on challenge tile auto focus swapped.
- The rightwards cap on auto focus scroll for large tiles was handled incorrectly.
- M_ChallengesAutoFocus handles all scenarioes where the game automatically highlights a tile, rather than via user input
- Fix leftward scrolling onto highlighted large tiles being inconsistent between manual and auto selection
- Fix nonexistent challengegrid error case for input handler
- Way more comments, to help the maintainability of the code
System for netsyncing unlocks, inspired by but with nowhere near as many moving parts as (STJr/SRB2!1756).
* `gamedata->unlocked[MAXUNLOCKABLES]` is duplicated to `netUnlocked[MAXUNLOCKABLES]` (or all `true` in `dedicated`
* New `local` boolean for M_SecretUnlocked
* Removed last vestiges of SRB2 special stage token code because it occupied the spot in the netsave we wanted to use.
* Correct typing of multiple `m_cond` functions that returned `boolean` constants as `UINT8`s.