Add in camp versions of the pause menu/item loadout menu. Allow the player to change loadout items from the camp. Make mana gain numbers not stack on top of health gain numbers (for items like Berries). Release Build 11935.

master
sigonasr2 4 weeks ago
parent 48a35faf49
commit e893d3a54e
  1. 8
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 6
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  3. 21
      Adventures in Lestoria/AdventuresInLestoria.cpp
  4. 14
      Adventures in Lestoria/DamageNumber.cpp
  5. 130
      Adventures in Lestoria/HubPauseMenu.cpp
  6. 148
      Adventures in Lestoria/ItemHubLoadout.cpp
  7. 2
      Adventures in Lestoria/Menu.cpp
  8. 2
      Adventures in Lestoria/Menu.h
  9. 2
      Adventures in Lestoria/MenuType.h
  10. 2
      Adventures in Lestoria/Version.h
  11. BIN
      x64/Release/Adventures in Lestoria.exe

@ -861,6 +861,10 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="HubPauseMenu.cpp">
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="IBullet.cpp" />
<ClCompile Include="BuyItemWindow.cpp">
<SubType>
@ -1022,6 +1026,10 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="ItemHubLoadout.cpp">
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="ItemLoadoutWindow.cpp" />
<ClCompile Include="ItemScript.cpp">
<SubType>

@ -1292,6 +1292,12 @@
<ClCompile Include="HomingBullet.cpp">
<Filter>Source Files\Bullet Types</Filter>
</ClCompile>
<ClCompile Include="HubPauseMenu.cpp">
<Filter>Source Files\Interface</Filter>
</ClCompile>
<ClCompile Include="ItemHubLoadout.cpp">
<Filter>Source Files\Interface</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -527,14 +527,15 @@ bool AiL::DownPressed(){
}
void AiL::HandleUserInput(float fElapsedTime){
if(!Menu::stack.empty()||GameState::STATE==GameState::states[States::DIALOG])return; //A window being opened means there's no user input allowed.
if(!Menu::stack.empty()||GameState::GetCurrentState()==States::DIALOG)return; //A window being opened means there's no user input allowed.
if(GetKey(SCROLL).bPressed)displayHud=!displayHud;
bool setIdleAnimation=true;
bool heldDownMovementKey=false; //Is true when a movement key has been held down.
if(KEY_MENU.Released()){
Menu::OpenMenu(MenuType::PAUSE);
if(GameState::GetCurrentState()==States::GAME_HUB)Menu::OpenMenu(MenuType::HUB_PAUSE);
else Menu::OpenMenu(MenuType::PAUSE);
}
float animationSpd=0.f;
player->movementVelocity={};
@ -3957,6 +3958,7 @@ void AiL::SetLoadoutItem(int slot,std::string itemName){
};
game->GetPlayer()->SetItem1UseFunc(itemAbility);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 1")->SetItem(loadout[slot]);
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 1")->SetItem(loadout[slot]);
}break;
case 1:{
itemAbility.action=[&](Player*p,vf2d pos={}){
@ -3964,6 +3966,7 @@ void AiL::SetLoadoutItem(int slot,std::string itemName){
};
game->GetPlayer()->SetItem2UseFunc(itemAbility);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 2")->SetItem(loadout[slot]);
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 2")->SetItem(loadout[slot]);
}break;
case 2:{
itemAbility.action=[&](Player*p,vf2d pos={}){
@ -3971,6 +3974,7 @@ void AiL::SetLoadoutItem(int slot,std::string itemName){
};
game->GetPlayer()->SetItem3UseFunc(itemAbility);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 3")->SetItem(loadout[slot]);
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 3")->SetItem(loadout[slot]);
}break;
}
@ -4032,6 +4036,9 @@ void AiL::ClearLoadoutItem(int slot){
game->GetPlayer()->SetItem1UseFunc(itemAbility);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 1")->SetItem(Item::BLANK);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 1")->UpdateIcon();
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 1")->SetItem(Item::BLANK);
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 1")->UpdateIcon();
}break;
case 1:{
itemAbility.action=[&](Player*p,vf2d pos={}){
@ -4040,6 +4047,10 @@ void AiL::ClearLoadoutItem(int slot){
game->GetPlayer()->SetItem2UseFunc(itemAbility);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 2")->SetItem(Item::BLANK);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 2")->UpdateIcon();
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 2")->SetItem(Item::BLANK);
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 2")->UpdateIcon();
}break;
case 2:{
itemAbility.action=[&](Player*p,vf2d pos={}){
@ -4048,6 +4059,10 @@ void AiL::ClearLoadoutItem(int slot){
game->GetPlayer()->SetItem3UseFunc(itemAbility);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 3")->SetItem(Item::BLANK);
Component<MenuItemItemButton>(MenuType::ITEM_LOADOUT,"Loadout Item 3")->UpdateIcon();
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 3")->SetItem(Item::BLANK);
Component<MenuItemItemButton>(MenuType::ITEM_HUB_LOADOUT,"Loadout Item 3")->UpdateIcon();
}break;
}
}
@ -4094,7 +4109,7 @@ bool AiL::GamePaused(){
return
fadeOutDuration>0
||disableFadeIn
||Menu::IsMenuOpen()&&Menu::stack.front()==Menu::menus[MenuType::PAUSE]/*The pause menu would be the only thing open and would be the menu in front.*/
||Menu::IsMenuOpen()&&(Menu::stack.front()==Menu::menus[MenuType::PAUSE]||Menu::stack.front()==Menu::menus[MenuType::HUB_PAUSE])/*The pause menu would be the only thing open and would be the menu in front.*/
||LoadingScreen::loading;
}

@ -143,8 +143,18 @@ void DamageNumber::Draw(){
float DamageNumber::GetOriginalRiseSpd(){
float riseSpd{20.f};
if(type==INTERRUPT||type==MANA_GAIN||type==HEALTH_GAIN)riseSpd=40.f;
if(type==DOT)riseSpd=-10.f;
switch(type){
case INTERRUPT:
case HEALTH_GAIN:{
riseSpd=40.f;
}break;
case MANA_GAIN:{
riseSpd=-20.f;
}break;
case DOT:{
riseSpd=-10.f;
}break;
}
return riseSpd;
}

@ -0,0 +1,130 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Menu.h"
#include "MenuComponent.h"
#include "GameState.h"
#include "MenuLabel.h"
#include "AdventuresInLestoria.h"
#include "CharacterRotatingDisplay.h"
#include "ClassInfo.h"
#include "Unlock.h"
INCLUDE_game
INCLUDE_GFX
void Menu::InitializeHubPauseWindow(){
Menu*hubPauseWindow=CreateMenu(MenuType::HUB_PAUSE,CENTERED,vi2d{96,168});
hubPauseWindow->ADD("Resume Button",MenuComponent)(geom2d::rect<float>{{6.f,0.f},{84.f,24.f}},"Resume",[](MenuFuncData data){void ClearGarbage();
game->ClearGarbage();
Menu::CloseMenu();
return true;
},ButtonAttr::FIT_TO_LABEL)END;
hubPauseWindow->ADD("Character Button",MenuComponent)(geom2d::rect<float>{{6.f,28.f},{84.f,24.f}},"Character",[](MenuFuncData data){
Component<CharacterRotatingDisplay>(CHARACTER_MENU,"Character Rotating Display")->SetIcon(GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal());
Component<MenuComponent>(CHARACTER_MENU,"Equip Selection Select Button")->Click();
Menu::OpenMenu(CHARACTER_MENU);
return true;
},ButtonAttr::FIT_TO_LABEL)END;
hubPauseWindow->ADD("Change Loadout Button",MenuComponent)(geom2d::rect<float>{{6.f,56.f},{84.f,24.f}},"Change\nLoadout",[](MenuFuncData data){
Menu::OpenMenu(ITEM_HUB_LOADOUT);
return true;
},ButtonAttr::FIT_TO_LABEL)END;
hubPauseWindow->ADD("Inventory Button",MenuComponent)(geom2d::rect<float>{{6.f,84.f},{84.f,24.f}},"Inventory",[](MenuFuncData data){
Menu::OpenMenu(INVENTORY);
return true;
},ButtonAttr::FIT_TO_LABEL)END;
hubPauseWindow->ADD("Settings Button",MenuComponent)(geom2d::rect<float>{{6.f,112.f},{84.f,24.f}},"Settings",[](MenuFuncData data){
Menu::OpenMenu(SETTINGS);
return true;
},ButtonAttr::FIT_TO_LABEL)END;
hubPauseWindow->ADD("Return to Camp Button",MenuComponent)(geom2d::rect<float>{{6.f,140.f},{84.f,24.f}},"Leave Area",[](MenuFuncData data){
Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->SetLabel("Stage Summary");
Component<MenuComponent>(LEVEL_COMPLETE,"Level Details Outline")->SetLabel("");
if(game->GetCurrentMapName()=="HUB"&&game->PreviousStageCompleted())Unlock::UnlockCurrentMap(); //Special unlock for the hub area when leaving.
if(Unlock::IsUnlocked("STORY_1_1")){
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Enable();
}else{
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Disable();
}
if(GameState::STATE==GameState::states[States::GAME_HUB]){
GameState::ChangeState(States::OVERWORLD_MAP,0.4f);
}else{
GameState::ChangeState(States::LEVEL_COMPLETE,0.4f);
}
return true;
},ButtonAttr::FIT_TO_LABEL)END;
hubPauseWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
returnData="Resume Button";
},
{ //Button Key
{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
{game->KEY_BACK,{"Resume",[](MenuType type){
Component<MenuComponent>(type,"Resume Button")->Click();
}}},
{game->KEY_MENU,{"Resume",[](MenuType type){
Component<MenuComponent>(type,"Resume Button")->Click();
}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"Resume Button",{
.up="Return to Camp Button",
.down="Character Button",}},
{"Character Button",{
.up="Resume Button",
.down="Change Loadout Button",}},
{"Change Loadout Button",{
.up="Character Button",
.down="Inventory Button",}},
{"Inventory Button",{
.up="Change Loadout Button",
.down="Settings Button",}},
{"Settings Button",{
.up="Inventory Button",
.down="Return to Camp Button",}},
{"Return to Camp Button",{
.up="Settings Button",
.down="Resume Button",}},
});
}

@ -0,0 +1,148 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Menu.h"
#include "MenuLabel.h"
#include "MenuItemLoadoutButton.h"
#include "State_OverworldMap.h"
INCLUDE_game
using A=Attribute;
void Menu::InitializeItemHubLoadoutWindow(){
Menu*itemHubLoadoutWindow=CreateMenu(ITEM_HUB_LOADOUT,CENTERED,game->GetScreenSize()-vi2d{4,4});
float itemLoadoutWindowWidth=(game->GetScreenSize().x-5.f);
itemHubLoadoutWindow->ADD("Loadout Label",MenuLabel)(geom2d::rect<float>{{0,24},{itemLoadoutWindowWidth,24}},"Setup Item Loadout",2,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
itemHubLoadoutWindow->ADD("Loadout Description Label",MenuLabel)(geom2d::rect<float>{{0,58},{itemLoadoutWindowWidth,24}},"Bring up to 3 items with you.",1,ComponentAttr::SHADOW)END;
float buttonBorderPadding=64;
itemHubLoadoutWindow->ADD("Loadout Item 1",MenuItemLoadoutButton)(geom2d::rect<float>{{64,90},{48,48}},0,[](MenuFuncData data){
Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=0;
Menu::OpenMenu(INVENTORY_CONSUMABLES);
return true;
},[](MenuFuncData data){
std::weak_ptr<MenuItemLoadoutButton>loadoutButton=DYNAMIC_POINTER_CAST<MenuItemLoadoutButton>(data.component);
if(!ISBLANK(loadoutButton.lock()->GetItem())){
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Name Label")->SetLabel(loadoutButton.lock()->GetItem().lock()->DisplayName());
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Description")->SetLabel(loadoutButton.lock()->GetItem().lock()->Description());
}
return true;
},[](MenuFuncData data){
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Name Label")->SetLabel("");
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Description")->SetLabel("");
return true;
})END
->SetIconScale({2.f,2.f});
itemHubLoadoutWindow->ADD("Loadout Item 2",MenuItemLoadoutButton)(geom2d::rect<float>{{itemLoadoutWindowWidth/2-24,90},{48,48}},1,[](MenuFuncData data){
Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=1;
Menu::OpenMenu(INVENTORY_CONSUMABLES);
return true;
},[](MenuFuncData data){
std::weak_ptr<MenuItemLoadoutButton>loadoutButton=DYNAMIC_POINTER_CAST<MenuItemLoadoutButton>(data.component);
if(!ISBLANK(loadoutButton.lock()->GetItem())){
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Name Label")->SetLabel(loadoutButton.lock()->GetItem().lock()->DisplayName());
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Description")->SetLabel(loadoutButton.lock()->GetItem().lock()->Description());
}
return true;
},[](MenuFuncData data){
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Name Label")->SetLabel("");
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Description")->SetLabel("");
return true;
})END
->SetIconScale({2.f,2.f});
itemHubLoadoutWindow->ADD("Loadout Item 3",MenuItemLoadoutButton)(geom2d::rect<float>{{itemLoadoutWindowWidth-48-64,90},{48,48}},2,[](MenuFuncData data){
Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=2;
Menu::OpenMenu(INVENTORY_CONSUMABLES);
return true;
},[](MenuFuncData data){
std::weak_ptr<MenuItemLoadoutButton>loadoutButton=DYNAMIC_POINTER_CAST<MenuItemLoadoutButton>(data.component);
if(!ISBLANK(loadoutButton.lock()->GetItem())){
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Name Label")->SetLabel(loadoutButton.lock()->GetItem().lock()->DisplayName());
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Description")->SetLabel(loadoutButton.lock()->GetItem().lock()->Description());
}
return true;
},[](MenuFuncData data){
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Name Label")->SetLabel("");
Component<MenuLabel>(ITEM_HUB_LOADOUT,"Item Description")->SetLabel("");
return true;
})END
->SetIconScale({2.f,2.f});
itemHubLoadoutWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{0,146},{itemLoadoutWindowWidth,12}},"",1,ComponentAttr::SHADOW)END;
itemHubLoadoutWindow->ADD("Item Description",MenuLabel)(geom2d::rect<float>{{0,158},{itemLoadoutWindowWidth,24}},"",1,ComponentAttr::SHADOW)END;
itemHubLoadoutWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{itemLoadoutWindowWidth/2-32,202},{64,16}},"Back",[](MenuFuncData data){Menu::CloseMenu();return true;})END;
itemHubLoadoutWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
returnData="Loadout Item 1";
},
{ //Button Key
{game->KEY_BACK,{"Back",[](MenuType type){
Component<MenuComponent>(type,"Back Button")->Click();
}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"Loadout Item 1",{
.up="Back Button",
.down="Back Button",
.left="Loadout Item 3",
.right="Loadout Item 2",}},
{"Loadout Item 2",{
.up="Back Button",
.down="Back Button",
.left="Loadout Item 1",
.right="Loadout Item 3",}},
{"Loadout Item 3",{
.up="Back Button",
.down="Back Button",
.left="Loadout Item 2",
.right="Loadout Item 1",}},
{"Back Button",{
.up="Loadout Item 1",
.down="Loadout Item 1",
.left="Back Button",
.right="Back Button",}},
});
}

@ -124,6 +124,8 @@ void Menu::InitializeMenus(){
InitializeArtificerDisassembleWindow();
InitializeArtificerEnchantWindow();
InitializeArtificerEnchantConfirmWindow();
InitializeHubPauseWindow();
InitializeItemHubLoadoutWindow();
for(MenuType type=MenuType(int(MenuType::ENUM_START)+1);type<MenuType::ENUM_END;type=MenuType(int(type+1))){
if(menus.count(type)==0){

@ -117,6 +117,8 @@ class Menu:public IAttributable{
static void InitializeArtificerDisassembleWindow();
static void InitializeArtificerEnchantWindow();
static void InitializeArtificerEnchantConfirmWindow();
static void InitializeHubPauseWindow();
static void InitializeItemHubLoadoutWindow();
friend class AiL;
friend class ItemInfo;

@ -75,6 +75,8 @@ enum MenuType{
ARTIFICER_DISASSEMBLE, //100% Controller Compatibility
ARTIFICER_ENCHANT, //100% Controller Compatibility
ARTIFICER_ENCHANT_CONFIRM, //100% Controller Compatibility
HUB_PAUSE, //100% Controller Compatibility
ITEM_HUB_LOADOUT, //100% Controller Compatibility
///////////////////////////////////////////////////////////
/*DO NOT REMOVE!!*/ENUM_END////////////////////////////////
///////////////////////////////////////////////////////////

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 11928
#define VERSION_BUILD 11935
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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