Sneaker boosts now pause decay timer, boost strength reduced to prevent tripwire memes, boost lengthened based on proximity to bottom left, further improvements to handling boosts
1st is a large bonus, 2nd is a medium bonus, 3rd place is no bonus, and everything below is a penalty. This will help make Loser Valley grades never be above a C at most.
- Podium waypoint initialize is done always directly after spawning the player, instead of trying to detect it in K_UpdatePodiumWaypoints.
- Position is manually calculated for K_InitializePodiumWaypoint, instead of needing K_UpdateAllPlayerPositions to be called.
- Instead of calling K_UpdateAllPlayerPositions every time a player spawns, do it at the end of the spawning loops.
- Prioritize spawning bots in further away spots instead of 1st available, as spots 1st to 3rd spots are more important.
50% increased effect of handling boosts, 75% reduced penalty for handling boost stacking, grants a boost proportional to your sliptide length when you straighten out
Call this whenever we need accurate player positions. In addition to before player think, is now being used for exiting as well as immediately when the player is spawned.
- Handle bot spectator on spawn purely in P_SpawnPlayer from now on
- Don't give podium players flashing tics
- Don't call P_MovePlayerToStarpost during podium. (Needs further fixing in another branch, since this also apparently affects bot spawning in all maps.)
- Update mobj_t pointers in CL_ClearPlayer if G_GamestateUsesLevel()
- Forcefully set initial podium waypoint if jointime <= 1
- Use G_SpawnPlayer consistently in P_InitPlayers for podium
- Normalize turning stats
- More friction
- Less acceleration
- Podium bots will go at a reduced speed when going towards a No Respawn waypoint, so they can calm down a bit before they get on their platform.
- Made titlemap + ceremony code more straight-forward by being able to set gamestate in G_DoLoadLevel directly
- Demos are only recorded on GS_LEVEL (fixes crash for ceremony + titlemaps)
- Added G_GamestateUsesLevel to encapsulate all checks for using level rendering
- Added GS_CEREMONY to wipedefs
- K_PodiumSequence just checks for GS_CEREMONY now (optimization)
The game can now properly go to the podium after GP
- Bots follow a slightly more strict path via waypoints
- Bots decide their starting waypoint path depending on their position. (The 1st place winner will start by chasing waypoint ID 1, etc)
- The map used for podium sequence can be decided via `PodiumMap = x` in MainCfg.
TODO:
- Camera work
- Add Lose / Win animation states when stopping at final waypoint
- Adjust physics so that the bots can follow the path more strictly in this mode
- Actually go to it after GP
Fixes players killed twice if P_DamageMobj is called with
DMG_TIMEOVER and gametyperules GTR_BUMPERS.
Moves death condition out of K_HandleBumperChanges and
lets losing last bumper organically kill the player by
decreasing their health.