Multi-patch texture support for transparency AND translucency
Fixes the transparent bits of the multi-patch glass texture in THZ1 turning cyan when linedef types 900-908 are applied for translucency
See merge request !56
Zoom tube camera fix
Fixed a mistake where I accidentially allowed people to change the player angle whilst in a zoom tube when previously improving them.
See merge request !57
Smoother ropes and zoom tubes
Makes rope hangs and zoom tubes suck less. Specifically, they handle corners (and vertical height changes, ala sloped rope hangs) a LOT nicer. Ported from internal.
See merge request !139
As LJSonic has pointed out, there's no need for a for loop in either case; just use sector->floorpic/ceilingpic as a levelflats index directly
(Besides, if that was to stop any out-of-bounds indexes being used, that's hardly the way to do it anyway)
*Added FLIPX/FLIPY support for multi-patch textures and single-patch textures without holes
*Added FLIPY support for single-patch textures with holes; I'll sort FLIPX support out later
To re-enable support for the above, uncomment the define HAVE_LUA_SEGS line in lua_script.h. Plain bbox userdata stuff is not disabled (though currently it's not used anyway)
* Cleaner A_ParticleSpawn code.
* Removed several hacks with Mario blocks, and corrected a mistaken assumption with when the FOF's thinker is being applied.
* Made the flashing of T_LaserFlash even less obnoxious.
Turns out sdl12's version of this function only did stuff for DC/GP2X ports; support for them have been cut out for SDL2, so for now let's just not use the function at all
I'm convinced there's going to be some stupid side effects from doing this, but it's the quickest way I can fix the polyobj planes not all appearing anyway
Sprite2 changes
Some stuff!
* Lua access to sprite2.
* Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* FF_ANIMATE support for sprite2s. The var2 of the state works identically to normal FF_ANIMATE, but var1 is completely disregarded - it just runs all of the frames available to that one sprite2 animation set.
* As a result, a bunch of states which were either not previously animatable or had animated at constant speed now get animation without state changes.
* P_SetMobjState now supports sprite2 defaulting like P_SetPlayerMobjState does.
See merge request !51