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- Go to a MainCfg-specified map on its guessed gametype
- `TutorialChallengeMap = RR_ZonedCity`
- Some unique settings
- K_CanChangeRules() == false
- If GTR_CIRCUIT, make it Hard Speed
- If GTR_BUMPERS, die in one hit
- If GTR_BOTS, make them all difficulty 13 of the default bot skin
- No Medals or Spray Cans during the Tutorial Challenge
- Complete the stage in 1st place or don't bother at all
- Has the "Give up" menu option available, but no "Try Again"
- Condition for successfully completing the Tutorial Skip
- `Condition1 = TutorialSkip`
Related bugfixes:
- Correctly wipe skipstats when returning to the Title/menus
- Typing of `ultimatemode` (hey this isn't accessible by anything right now I wonder)
71 lines
1.8 KiB
C
71 lines
1.8 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file g_state.h
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/// \brief SRB2 game states
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#ifndef __G_STATE__
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#define __G_STATE__
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#include "doomtype.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// the current state of the game
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typedef enum
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{
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GS_NULL = 0, // At beginning.
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// Fadable gamestates
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GS_LEVEL, // Playing, in a level.
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GS_INTERMISSION, // Gazing at the intermission screen.
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GS_VOTING, // SRB2Kart: MP voting screen
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GS_CONTINUING, // continue screen
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GS_TITLESCREEN, // title screen
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GS_MENU, // SRB2Kart: menu-only (previously was GS_TIMEATTACK)
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GS_CREDITS, // credit sequence
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GS_EVALUATION, // Evaluation at the end of a game.
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GS_CEREMONY, // RR: Podium sequence
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// Hardcoded fades or other fading methods
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GS_INTRO, // introduction
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GS_CUTSCENE, // custom cutscene
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// Not fadable
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GS_DEDICATEDSERVER, // new state for dedicated server
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GS_WAITINGPLAYERS // waiting for players in a net game
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} gamestate_t;
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typedef enum
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{
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ga_nothing,
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ga_completed,
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ga_worlddone,
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ga_startcont,
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ga_continued,
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ga_startvote,
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} gameaction_t;
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extern gamestate_t gamestate;
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extern boolean titlemapinaction;
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extern boolean ultimatemode; // was sk_insane
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extern gameaction_t gameaction;
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void G_SetGamestate(gamestate_t newstate);
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boolean G_GamestateUsesLevel(void);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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#endif //__G_STATE__
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