- Add checkpointId to player_t and netsave
- checkpointId persists if the map is reloaded, but not if
the map is changed or if "resetplayers" is ticked
- Players spawn at the last touched checkpoint instead of
at a player start
- Tether sparkles fly out of the player in a circle
Replaced all mentions of starpostnum and Starpost w/ cheatchecknum and CheatCheck (so Ivo can stop asking why we still need it when its going to save our asses on release patches)
- Store a netsynced SINT8 `hudrings` on the player struct which stores the last rings the player has during play
- So this doesn't get updated after you finish the level
- Fixes the issue where the bot ghost that inhabits your body after finishing will use your rings, muddying how many you took into the total
- Fixed order of operations that prevented lives earned with GP rings from being given
- Also uses hudrings for consistency
- Make the life-give context in P_DoPlayerExit cleaner
- GPEVENT_NONE
- no GTR_SPHERES
- Fix the last few bugs I could find with thing args
- Move version update code
- Rename internal variables to `thing_[string]args` to make older code merge issues more obvious
SRB2 uses a LOT of mapthing args compared to Hexen (which has none) and ZDoom (which only has them on objects that will never ever activate scripts). So we really badly needed to separate the two if we want attaching scripts to things to be useful.
- Save retry condition in G_BeginLevelExit
- Apply condition in G_FinishExitLevel
Preparation for ACS level end scripts, since the exit
condition will need be known when the countdown starts,
not when it ends (that'd be too late to do anything in the
level).
- Replaces a few D00DKart objects because the doomednum specifically replaced one of these
- Reports on load if the map has too many, or if one's assigned but the object doesn't exist
This isn't currently the cause of any issue, but found this future footgun while researching the previous commit.
Sometimes functions are turned into macros, which could potentially result in multiple save->p digestions if this was eventually turned into one.
- Guard is always up, not activated by e-brake or spheres
- Guard can still be broken by player contact
- No instawhip cooldown from Guard being up
- No sphere loss while Guard is up
- Guard appears at max size
A much more focused replacement for Hornmod, specc'd out by Tyron and Oni working together and implemented by the author of this commit because it's pretty funny.
- Followers have `hornsound` in their SOC configuration.
- The default sound for all followers without a provided one is sfx_horn00.
- They'll play this sound if you use lookback with one following you, and there's nearby players to get the player looking all the way around.
- Only the players who are successfully considered for lookback will hear it.
- Has a v1-like visual with less randomisation, but still netsynced.
- Also controlled by the cvar `taunthorns`, which, like `tauntvoices`, takes "Tasteful" (default), "Meme", and "Off".
TODO: make the condition for horn a little delayed, so you have to hold lookback for a little bit.
- Now actually from the relevant GP difficulty's Cupgrid, instead of the top-level Play choice
- Permits a much cleaner M_StartCup, combining two of the previously four copypasted, slightly modified level startup regions (which could be further combined for sanity's sake, but would take a LITTLE more work right now than I have in me)
- Shows a funny exclamation mark from Sonic Rush on the relevant cup on the grid
- Selected by default when loading the menu, if appropriate
- Re-saved every time you lose a life, to prevent scumming
- Force-deletion of your backup has changed
- Don't when saying NO to the GP Backup load prompt
- Don't when returning to titlescreen under non-DEVELOP
- DO when starting a new Grand Prix session of any cup
Since it's a user-facing feature and not a speedrunner's assistant...
- If an issue is discovered, make a CONS_Alert instead of a complete failure and let the user know
- Replaces the unhelpful error of "Savegame %s corrupted"
- Store skins and cups as strings, not IDs
- Permits playing with differing mod loadouts if everything important is still loaded
- Won't error for bots having not-loaded skins - those are converted into Eggrobos.
- Instead of storing full roundqueue data, rebuild from the cup and check if the important details match
- Prevents having to include map name strings
- Add minor version to GP backups
- Permits more flexibility in future
Associated menu stuff is rough and unpolished, but it's 1am for the author of this commit.
- Activated for this session by either of the following Passwords.
- `savetheframes`
- `savetheanimals`
- The idea is that if Ring Racers were ever ran at a GDQ, runners would swear their alliegance to a particular Metroid routing at the startup stage, because I think it's funny and cute.
- A live event backup is created/overwritten on non-cheated grandprix level change.
- It's wiped on reaching the podium.
- When hitting PLAY on the main menu, if a live event backup exists, make a Menu Message.
- If you hit A, turn live event backups on for this session, and load the backup.
- If you hit B/X, delete the backup and proceed to character select.
- Done this way to avoid cheating a different character to the end of GP.
- Unlike the (maybe a little over-)engineering of ringdata.dat, liveringbak.bkp is streamlined as all hells and has very little recovery for differing file lists.
- Points in the direction of the best waypoint to take
- Vwoops in and out like a drop target squash-n-stretch
- Shows WRONG WAY only on debugwaypoints
- Flexible enough to be used for custom purposes and other gametypes, the only caveat being if those gametypes use GTR_CIRCUIT conflicting with the other purpose of PF_WRONGWAY