- K_FindBotController returns the line_t directly, instead of a linedef index.
- Trick panel code is in its own function.
- Try to fix infinite bot heat death
Kind of lazy. When checking bot traversal, it considers tripwires as walls. K_BotCanTakeCut now is limited to whatever can take tripwires (no more hyudoro invisibility).
Probably should have something more foolproof, but it's annoying to test any changes to this. The only maps I can think of with really easy tripwires clearly don't have their waypoints with bots in mind, the rest are very optional or out of the way or otherwise the bots don't want to even touch them at all.
Also removes a few remaining instances of player->bot being checked to affect gameplay where it shouldn't from vanilla, but it's code that is rarely used / completely unused anyway.
Instead of searching for walls around the player, and then deciding to make the radius tighter if it found anyway, it instead checks if the waypoint it's trying to predict towards was blocked by any walls / hazards.
Needs adjusted some, I think its being pulled back too hard sometimes, but I am optimistic about some of the improvements I already saw.
- Removed the "minor adjustment" threshold, since that was done before global easing
- Removed the "accel + brake to slowdown and reorient yourself if you're facing too far away from the track" bit, because 1.) it was done before accel + brake was turned into EBrake (so it now often makes them come to a STOP instead of simply slowing down) and 2.) turning harshly will slow them down anyway, so maybe isn't necessary
- Shadow uses subtractive & additive, like software shadows
- Shadow does not change scale or opacity, like software shadows
- Fixed shadow the hedgehog seizure
I did the equivalent change to OpenGL and it broke Zoned City, despite it being fine in Software ... not sure what's up with that, since the color math is pretty similar. Just gonna leave that alone for now...