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authorLoyyid <50513878+Loyyid@users.noreply.github.com>2020-03-26 13:00:51 -0500
committerLoyyid <50513878+Loyyid@users.noreply.github.com>2020-03-26 13:00:51 -0500
commitf6f1faa404d5b0bcfa077fc76471dbe335550bee (patch)
tree4a988a5bac6dbc38f8a114f812738e67e98c1c29
parentda6c9e33134015dc8e989511c17148f0e2d8a580 (diff)
Updated Add a Debug Mode (markdown)
-rw-r--r--Add-a-Debug-Mode.md4
1 files changed, 3 insertions, 1 deletions
diff --git a/Add-a-Debug-Mode.md b/Add-a-Debug-Mode.md
index 5205bc9..b79eaab 100644
--- a/Add-a-Debug-Mode.md
+++ b/Add-a-Debug-Mode.md
@@ -380,4 +380,6 @@ void Debug_ShowMainMenu(void) {
This is the function that gets called in `field_control_avatar.c`. It first creates both a window and a list menu, which we've already discussed, and then creates a *task* to handle user input. A task is just a function which is invoked each frame. The task for this menu is the function `DebugTask_HandleMainMenuInput`, which checks for user input and delegates to the functions specified in `sDebugMenuActions`.
-You should now be able to compile and run your game and open and close the debug menu. At this point my work is done; it's up to you now to decide what functionality to provide in your debug menu. \ No newline at end of file
+You should now be able to compile and run your game and open and close the debug menu. At this point my work is done; it's up to you now to decide what functionality to provide in your debug menu.
+
+This guide is thanks to Ketsuban \ No newline at end of file