Show number of conditions on HUD, as well as objectives.
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@ -409,7 +409,7 @@ static void drawObjectives(void)
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if (!game.currentMission->challengeData.isChallenge)
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if (!game.currentMission->challengeData.isChallenge)
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{
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{
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blit(objectives, (SCREEN_WIDTH / 2) - 50, 14, 0);
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blit(objectives, (SCREEN_WIDTH / 2) - 50, 14, 0);
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drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, "%d / %d", battle.numObjectivesComplete, battle.numObjectivesTotal);
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drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, "%d / %d", battle.numObjectivesComplete, (battle.numObjectivesTotal + battle.numConditions));
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}
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}
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else
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else
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{
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{
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@ -26,7 +26,7 @@ void doObjectives(void)
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int numHiddenObjectives;
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int numHiddenObjectives;
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Objective *o;
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Objective *o;
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battle.numObjectivesComplete = battle.numObjectivesTotal = 0;
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battle.numObjectivesComplete = battle.numObjectivesTotal = battle.numConditions = 0;
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objectiveFailed = 0;
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objectiveFailed = 0;
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numHiddenObjectives = 0;
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numHiddenObjectives = 0;
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@ -38,6 +38,10 @@ void doObjectives(void)
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{
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{
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battle.numObjectivesTotal++;
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battle.numObjectivesTotal++;
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}
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}
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else
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{
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battle.numConditions++;
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}
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}
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}
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else
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else
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{
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{
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@ -339,7 +339,7 @@ typedef struct {
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int ecmTimer;
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int ecmTimer;
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int radarRange;
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int radarRange;
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int numPlayerGuns;
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int numPlayerGuns;
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int numObjectivesComplete, numObjectivesTotal;
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int numObjectivesComplete, numObjectivesTotal, numConditions;
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Entity *missionTarget;
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Entity *missionTarget;
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Entity *jumpgate;
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Entity *jumpgate;
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SDL_Texture *background, *planetTexture;
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SDL_Texture *background, *planetTexture;
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