Nines might be more pleasing than an exact number for con_hudtime
It'd be bad to make "MIN" in an old config suddenly start displaying lines for con_hudlines
# Conflicts:
# src/console.c
Originally written by Zwip-Zwap Zapony for the SRB2 repository as part of STJR/SRB2!1931, partially flattened to avoid waiting for the merger of the entire branch.
- 0, not 1 as previously was the case, now shows zero lines.
- Now inclusively capped between 0 and 20 lines in the cvar, rather than silently in the console code.
There are two differences between Whumble and Stumble.
- Stumble cannot be combo'd on upwards momentum, while whumble can. (Resolves#522)
- Whumble takes bumpers, while stumble does not.
- Removes the MT_INSTAWHIP hack.
- CL_ClearPlayer
- Delete followmobj, stumbleIndicator, and sliptideZipIndicator
- Wipe flickyAttacker and powerup.flickyController
- G_PlayerReborn
- Properly destroy the Follower and its bubble overlays, etc
- Ensure ringShooter pointer is kept
- Delete followmobj, stumbleIndicator, and sliptideZipIndicator
- Wipe flickyAttacker and powerup.flickyController
- P_PlayerThink
- Ensure all invalid pointers are erased, even on hitlag frames
Since it's already ticking for the sake of a fuse, make it handle its own movement/scaling as well.
Spawning is still handled by the player thinker (and can be blocked by hitlag), but this permits it to disappear when a player dies/disconnects the server.
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.
Fixes connecting to a server that's currently on a map with a loop.
Also tidies P_SpawnItemRow, P_SpawnItemCircle to reduce the likelihood of this happening again, and possible crash with Lua-shortcircuited loop spawning
Fixes ourIP being set on every map change
Also catches a possible case where joining clients can sigfail in the window between map change and stun response
- The function is back to producing zone-allocated memory copies, like its precursor V_WordWrap
- The author of this commit got rid of that dependency originally because it seemed like a fair part of the API, and meant static buffers could be used in certain circumstances, but it was necessary to revert for the following change.
- Newlines can now be inserted mid-word, treating the width provided as ironclad except in the case of single characters wider than the region.
- This will be necessary for future work with the in-game chat.
- Reserves 8 characters at first, then Z_Reallocs double that every time it runs out.