- Always show, even in online
- Add Egga Channel/CPU icon if not a local player-controlled character
- This fixes an infinite loop crash that could previously affect 1v1s VS bots
Instead of tying it directly to the number of players, instead base it on whether the points are important to keep track of.
- Match Race or Time Attack
- No next map override, since points will persist to that one
- No maps queued, so points aren't relevant
- OR maps are queued but you haven't started them yet, so the points will be discarded
Show players' appearances on intermissions with less than or equal to 2 players, in port priority order, to mimic Sonic 3 Competition.
Also shows player letter and profile name in Match Race, to really drive the reference home.
- vres_GetMap guarantees the same memory for the same lump id, provided it's active
- vres_Free won't delete curmapvirt unless you do some silly temp pointer stuff
None of the following can be combined together, and Grand Prix is still the default with no parameter from the menus.
- `-server`
- Starts a server
- `-match`
- Starts a Match (Race) round
- `-skill`
- Already existed, but can now only be used for GP
Also guarantees the main menu wil be closed, which wasn't previously guaranteed.
- Re-entry SHOULDN'T get stuck nonzero on first join for a given node
- Set to 0 for all players on level start
- Set to 0 for all players on level end
- DEFINITELY never intentionally set on join with teamchange finalisation
- This basically just prevents people from spamming New Challenger after hopping out mid-session, since the previous version, in addition to being buggy, was a little annoying.
- New Challenger no longer happens on tic 0 of mapload
- Handles any late, pending PF_PF_WANTSTOJOINs without threat of reset in P_PostLoadLevel
- Grand Prix (& backup) and Match Race bot initialisation
- Fixes rival selection
- P_InitPlayers
- Has to be after bot init
- Beginning of demo recording
- Grand Prix and Match Race replays appear to both function far better, and equivalently to boot.
- A desync in "RNG seed 24" is reported. This is PR_BOTS. This is the only notable desync I can see!
- ACS_LoadLevelScripts
- I'm not ironclad sold on this being the forever home, but it's also a not-from-netsave thing, and barring external input I could see some scripts being dependent on a finalised player list.
A different solution to the issue reported on the SRB2 port of this branch. We don't care quite as much about exact game behaviour, so this permits lowercase sound effects (same as the source code) in maps' stringargs.