- Introduce comments to make flow understandable.
- Abstract the number of seconds in the fade out (previously handled across multiple places) into SOUNDTEST_FADEOUTSECONDS.
- Make all next/conclude song cases for autosequence and non-looping track handled in one place.
- Fixes the case where a non-looping track could stop the Sound Test even in autosequence mode.
Old syntax with -x, -y, -z, -ang, -aim parameters is
simply replaced with 3 argument syntax like rteleport.
Before - teleport -x 100 -y 50 -z 25
After - teleport 100 50 25
The lost angle, aiming and star post features can be added
back in separate commands.
- In GP, use struct's cup pointer to get Emerald so the active cup ID is in control
- Outside of GP, get cup pointer from map so Emerald is always the "canon" one
- 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
- Handles putting an object into the hyuu's inventory.
- Permits Sink conversion for items which are a little too powerful to give to someone who was JUST in first place.
- For now, the item to convert is an SPB.
While rebininding your controls:
- Do not take a screenshot if you press whichever button
it was bound to before
- Try not to let a held button press buffer back into the
controls menu