I would've liked to make it use a single allocate function to do this very cleanly, but these cases were very clearly not meant to be standardized and use wildly different methods to allocate & free...
This caused some scary issues with P_SaveNetGame the other day, and it's making ACS net sync harder. Let's just cut this off right now.
Also fixed some scary mix-ups in some of the Lua archiving code.
- gc_rankings, bound to TAB by default
- Now a toggle, rather than a hold behaviour
- Rearrange HU_Drawer to have chat (and cecho/music credits) render over everything else (like, say, tab rankings)
- Update PROFILEVER to 2 so we can add the new control to old profiles
- Also adjust cv_currprofile in PR_DeleteProfile, instead of half-heartedly outside
- Make it clearer if you're going to destroy your current profile
- Add an "[In use]" identifier to the menu's visuals
- Previous implementation used fopen, fwrite, fread, etc.
- Instead, use the byteptr.h macros to/from a buffer, performing IO all at once before/after.
- This way, if we do something unrecoverable mid-write, we won't corrupt the user's profile.
- Also cross-endian compatible AND now capable of supporting changes in the struct.
- Sadly not back-compatible. This should be the last time we destroy the team's existing profiles...
Also, modify a typo in a gamedata error this system used as reference.
* Don't allow creation/loading of more profiles than the game supports.
* Add a few missing M_SetMenuDelay()'s
* Fix PRF%c default name generation issues
* There could still be an infinite loop if MAXPROFILES is ever increased >= 26... but we can handle that one later.
- O(n) instead of O(4n)
- Actually free the sacrificed profile's memory
- Don't hop to profile 1 after deleting a later profile, to reduce the % of footguns/losing your place in the list.
Overwriting the global power level all the time and not updating any code to use the profile was extremely yikes. This also allows for splitscreen players with power levels.
- Less M_StartMessage spam
- Say "NEW" instead of "EMPTY" for new profile creation
- Use Eggman instead of Sonic for the Guest profile
- Instead of needing to hold X for 3 seconds to exit the test controls menu, you simply press nothing for 5 seconds.
- Add separate back option to controls menu.
- Started on the ability to use prefcolor as your profile color
- Allow guest online because there is literally already mechanics for having a player with no power level :V
* Fully reimplement the MenuColor system from 2.2's codebase, so super and emerald colours are now inaccessible again.
* Add FOLLOWERCOLOR_ constants and internal loop support to M_GetColorBefore and M_GetColorAfter.
* Fix improper initialisation of certain menu colour data.
* Repair previously created (or manually-edited) profiles with invalid colours.
* Add an actual function to turn followercolor constants to effective values.