Punctuation, like ellipsis, normally offsets the centered
position of text. But this looks subjectively weird. By
not counting it, punctuation is basically allowed to
extend further off to the sides.
The difference looks like:
CENTER
||
\/
||
OLD: | TOO LATE... |
||
NEW: | TOO LATE... |
||
/\
||
CENTER
- Takes player argument and only appears on the screen if
they're a display player.
- Uses 4P font when in splitscreen.
- Uses 1P font if not in splitscreen, or player argument
is NULL -- message to everyone.
- Interrupt argument controls whether the message should
overwrite another message that's already playing.
- Global and player specific messages are considered
separately.
- No need to call CV_RegisterVar
- Cvar definitions live in only one file, easier to locate
- Organized into sections -- netvars, cheats, etc.
- Use builder pattern to initialize cvars
- Still need to extern if you want to read the cvar value
The prepended colour list passed to M_Shuffle_UINT16 was off by one, leading to possible pollution of the region with an uninitialised value.
For some reason, some people's machines guarantee clean stack memory on game startup, while other people's do not. This is why some people were crashing on Spray Can list generation and some weren't.
The stack memory was DEFINITELY not clean by the time you could navigate to the gamedata clear menu, which is why that was crashing without fail.
Just in case I don't get to do a major pass on adding a ton of extra unlockable conditions later, this is an easy, quick add featuring a stat gamedata and the statistics menu has been tracking for a while.
- Skin_OnChange
- Now always checks for cheats for any machine-local player skin change in non-netgame, non-K_CanChangeRules contexts
- Previously applied only to consoleplayer in Time Trial
- Color_OnChange
- Fixes straight up incorrect condition that prevented honest players from changing color mid-game via the developer console
I would not be so heavy handed against preventing players from grabbing Spray Cans on custom levels, but designing a system that permits unloaded headers to retain their cans is frankly overkill. There are plenty of other ways the same kind of level-scouring play can be experienced on custom levels.
Instead of being specific to each level, Spray Cans are stored in a list on gamedata that will be stepped along each Spray Can you collect.
They are only assigned to a level on collection - which prevents you from farming the same easy location for every colour in the game.
In addition, this new system is one step short of dehardcoding them entirely. Now only Spray Cans specifically asked for by the existence of UC_SPRAYCAN will be put in the list, and if a secondary parameter is either "Yes" or "True", it will be put at the head of the list. This could technically support custom skincolours one day, but the author of this commit doesn't care to do the last bit of work necessary to make it happen.
There's a slight extra overhead in that skincolor_t now also holds a `cache_spraycan` (renamed from `cachedcan`, which maps had previously)
Currently, there's no safeguard against grabbing it on a custom course - you'll lose the Spray Can as soon as you load a fresh game again - but I consider that easy to fix (tomorrow) and necessary before merger, because the author of this commit does NOT want complaints on release because we forgot to protect users who keep on losing their skincolors.