- 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
Partial duplicate of MR 1010, but 1) wanted to guarantee no merge conflicts before I forgot and 2) I added things in previous commits which needed stronger guarding
- Combine multiple adjacent saves
- Generally could happen during game ticking, combined via gamedata->deferredstate
- DEFINITELY happened in splitscreen PWR handling, adjust those loops directly
- Write "dirty" state via gamedata->crashflags on everything except safe, intentful unloads
- Add UC_CRASH, which unlocks dependent on the above "dirty" state being present at gamedata load
- We can use this for something more useful and less funny later.
- Play "O_LOSERC" on the menu, starting with the Challenges screen, if a UC_CRASH condition has been met.
- Removes the function of the F12 key.
- 'A' button to view next player, 'X' button to view
previous player.
- Pressing the A or X buttons temporarily disables
director cam, meaning your view stays on that player.
- R button to reenable director cam.
- You can no longer use spectator movement to shake your
viewpoint off of another player.
This means that if you're currently viewing the first
player in game and try to switch view to the player before
them, it will wrap around and view the last player in
game.
- Replace battlewanted global with g_hiscore, keeps track
of the current highest number of points.
- Adds HUD tracking for player(s) with the hiscore.
- Should target both players in a tie.
- M_ProfileControlSaveResponse: Set without stealth (ie, call command which sends XD_WEAPONPREF netxcmd)
- weaponPrefChange (and its splitscreen ilk): Only build/send XD_WEAPONPREF command when Playing()