- Make timelimitintics handled a bit more like gamespeed, encore, frantic, etc - update on mapload/starttime, not during gameplay
- Use default setting if can't change rules - this is a surprise tool that will help us later
- Have it properly update when adjusting gametype from the menu
- Cleaned up SV_StartSinglePlayerServer to do this
- Remove CV_SAVE to prevent time limit bruh moments
This is all the visual effects and item logic of the Top
minus (almost all [1]) physics adjustments when a player is
riding one.
While on a Top:
- Otherwordly humming while floating
- Cannot drift [1]. Instead, holding drift begins grinding
the Top into the ground -- sparks fly out
- Sprite tilts left and right as you turn
- No wheel screech when turning too far
- Speed lines while holding drift
- Tripwire Boost effect scales to cover you AND the Top
- One hit and you lose it
- Throwing forward, getting hit or just losing it because
you were in first place for too long: the Top flies out
from under you and begins snaking like crazy
- Throwing backward also makes the Top fly out from under
you but it also thrusts you forward. The Top dies
instantly so it's not dangerous ;-)
- If you're in first for too long, it begins vibrating
- If you tumble, it dances across your entire screen
A loose top will tumble anyone it hits.
- Explosion strength scales with how long you've been outrunning it. 0 seconds is even more punishing than it was before, while surviving 60+ seconds converts the damage into minimal stumble.
- When it starts properly chasing a new target, it will be intangible for 1 second
- Hot potato takes 2 seconds instead of 7
- Too much hot potato will make it run ahead & explode (untested)
- The pain + hit confirm delay is done for all players, instead of only the damaged player.
- The player who got the hit also gets to hear their pain sound at full volume.
- Changed the code so that your hit confirm sound effect will no longer be interrupted if the player who got hit left the game.
"cheats" is a proper cvar now. Enabling it allows for cheats to be used any time, even in multiplayer, and disables gamedata saving. Turning it off undoes as many cheat commands as reasonably possible. Based a little bit off of some vanilla work I also did.
Many cheat commands are still SP-only, but can reasonably be allowed in netgames now if a net command is created for them.