* Fix majority of Battle resyncs.
* Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
* Correct over-the-network type of player->spheredigestion.
* Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.
HUD:
* Miniaturised Spheres and Emeralds HUD for 3P/4P.
* Repair 3P minimap.
* Move accessibility icons in 3P/4P to next to the lap/bumper sticker (currently only kickstartaccel exists)
* Change language on menu retry to be more generalised.
* Adjust HUD code structuring a bit.
MECHANICAL:
* Now correctly set number of bumpers in Break the Capsules to 1 (from 3).
* The above required reworking K_SpawnBattleCapsules into K_BattleInit, which is a good staging ground to handle more battle-specific setup in future.
* Do not spawn Emeralds or Sphereboxes in Break the Capsules.
* If everyone is WANTED... nobody is.
* Try to handle exceptions to timelimits a little more thoroughly (still not perfect).
* Disable pointlimits in bosses.
Specifically, they turn invisible on tic 0, then make a decision about whether to replace themselves with MT_PAPERITEMSPOT or simply become visible (with an explosion puff, same as how they respawn) when starttime is reached.
This delay also applies to Race, which I think is a good thing, considering Item Capsules already are not collectable during POSITION, but I can change it if others disagree.
They look like random item boxes (the ones in Race) but
have a blue sphere inside of them. One box is worth 10
blue spheres. More boxes spawn during Overtime.
New sprite: SBOX
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
- Fixed the bugs with them in our last netgame
- Karma bombs are no longer slippery or have stat changes
- Karma bombs cannot pick up spheres. Their remaining spheres before they died are removed 1 per tic.
- Karma bombs are out of the game permanently when touching the overtime barrier
- When successfully hurting another player, instead of getting 0.5 bumpers, they steal ALL of the opponent's bumpers, effectively swapping places with them. One bumper is lost in the process, meaning bumpers are slowly flitered out the more people need to come back.
- Removed karma items/eggboxes... hopefully this is temporary and we can bring them back later, but currently we don't have a design for how they should work under the new rules :x. They are still in the code behind the `OTHERKARMAMODES` define
- Bumpers & comeback timer are now player_t variables instead of kartstuff shit
- eliminated boolean on player_t for checking when a player touched the barrier