Disable emblem updates when RA mods are on
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parent
e01b29ac09
commit
f7cff08ae6
5 changed files with 34 additions and 6 deletions
25
src/g_game.c
25
src/g_game.c
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@ -504,6 +504,26 @@ tic_t G_GetBestLap(INT16 map)
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}
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*/
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boolean K_EmblemsEnabled(void)
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{
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if (cv_dummyattackingrings.value)
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return false;
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if (cv_dummyattackingstacking.value)
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return false;
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if (cv_dummyattackingchaining.value)
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return false;
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if (cv_dummyattackingslipdash.value)
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return false;
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if (cv_dummyattackingpurpledrift.value)
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return false;
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return true;
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}
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//
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// G_UpdateRecordReplays
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//
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@ -3882,8 +3902,9 @@ static void G_UpdateVisited(void)
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if (modeattacking)
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G_UpdateRecordReplays();
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if ((earnedEmblems = M_CompletionEmblems()))
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CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for level completion.\n"), (UINT16)earnedEmblems, earnedEmblems > 1 ? "s" : "");
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// Unseal when we add more emblems
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//if ((earnedEmblems = M_CompletionEmblems()))
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//CONS_Printf(M_GetText("\x82" "Earned %hu emblem%s for level completion.\n"), (UINT16)earnedEmblems, earnedEmblems > 1 ? "s" : "");
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}
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static boolean CanSaveLevel(INT32 mapnum)
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@ -249,9 +249,11 @@ void G_SetGamestate(gamestate_t newstate);
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boolean G_GamestateUsesLevel(void);
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// Gamedata record shit
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#define MAXMAPRECORDS 25
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void G_AllocMainRecordData(INT16 i);
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void G_ClearRecords(void);
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boolean K_EmblemsEnabled(void);
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tic_t G_GetBestTime(INT16 map);
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FUNCMATH INT32 G_TicsToHours(tic_t tics);
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@ -1254,6 +1254,7 @@ void K_drawKartTimestamp(tic_t drawtime, INT32 TX, INT32 TY, INT16 emblemmap, UI
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tic_t worktime;
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boolean dontdraw = false;
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boolean emblemenabled = K_EmblemsEnabled();
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INT32 splitflags = 0;
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if (!mode)
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@ -1342,7 +1343,7 @@ void K_drawKartTimestamp(tic_t drawtime, INT32 TX, INT32 TY, INT16 emblemmap, UI
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else if ((drawtime/TICRATE) & 1)
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V_DrawKartString(TX, TY+3, splitflags, va("99'59\"99"));
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if ((modeattacking || (mode == 1)) && !demo.playback) // emblem time!
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if ((modeattacking || (mode == 1)) && emblemenabled && !demo.playback) // emblem time!
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{
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INT32 workx = TX + 96, worky = TY+18;
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SINT8 curemb = 0;
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@ -359,6 +359,9 @@ UINT8 M_CheckLevelEmblems(void)
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UINT8 res;
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UINT8 somethingUnlocked = 0;
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if (!K_EmblemsEnabled())
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return false;
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// Update Score, Time, Rings emblems
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for (i = 0; i < numemblems; ++i)
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{
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@ -391,7 +394,8 @@ UINT8 M_CheckLevelEmblems(void)
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return somethingUnlocked;
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}
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UINT8 M_CompletionEmblems(void) // Bah! Duplication sucks, but it's for a separate print when awarding emblems and it's sorta different enough.
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// Unseal when we add more emblems
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/*UINT8 M_CompletionEmblems(void) // Bah! Duplication sucks, but it's for a separate print when awarding emblems and it's sorta different enough.
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{
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INT32 i;
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INT32 embtype;
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@ -426,7 +430,7 @@ UINT8 M_CompletionEmblems(void) // Bah! Duplication sucks, but it's for a separa
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++somethingUnlocked;
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}
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return somethingUnlocked;
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}
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}*/
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// -------------------
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// Quick unlock checks
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@ -164,7 +164,7 @@ UINT8 M_CheckCondition(condition_t *cn);
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UINT8 M_UpdateUnlockablesAndExtraEmblems(void);
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void M_SilentUpdateUnlockablesAndEmblems(void);
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UINT8 M_CheckLevelEmblems(void);
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UINT8 M_CompletionEmblems(void);
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//UINT8 M_CompletionEmblems(void);
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// Checking unlockable status
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UINT8 M_AnySecretUnlocked(void);
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