Notable new features:
- Guaranteed native compatibility with SF_IRONMAN even with differing # of skins
- Bots (todo: can still desync midway through round)
Implementation details:
- Demo code (skins):
- Instead of writing a skin name string, and the player's kartspeed, kartweight, and charflags for each player in the initial player-interpreting loop...
- Write a skinlist of EVERY skin's name string, kartspeed, kartweight, and flags next to the file list, to be read into `demo.skinlist`.
- If the skin name isn't loaded, find the skin with (in order)
- SF_IRONMAN if your skin had SF_IRONMAN, since that's more important to signal
- the closest stats otherwise (as per previous implementation)
- Just as tolerant to stats AND the number of base skins changing between versions (the bonuschars aegis situation)
- Not tolerant to restat, but we can add a DXD or EZT later if we want to natively support that kind of mod
- In the initial loop and DXD_SKIN, just write an index that can be used for `demo.skinlist`, and store it in `demo.currentskinid[p]`
- The player's skin is now encoded as EZT_IRONMAN for ghosts (and just in case RNG sync fails for unrelated reasons)
- In the SF_IRONMAN code when demo.playback is true
- everywhere where `skins[player->skin]` is referenced instead uses an index into `demo.skinlist`
- SetRandomFakePlayerSkin uses the `demo.skinlist` to build a table to ensure exact random call parity
- Also means it no longer double rejection-samples.
- `player->fakeskin` and `lastfakeskin` are always == their original recording values, a skin id which can be used into `demo.skinlist`
- Demo code (playstate, initial player setup loop):
- Add bot flag (`DXD_PST_ISBOT`, `DEMO_BOT`)
- Add in-between-level botvars (difficulty, diffincrease, rival)
- Don't rely on `PF_WANTSTOJOIN` to activate
Additional bugfixes:
- Followerskin set to -1 in CL_ClearPlayer so a bad follower isn't recorded on player join without name and color change arriving immediately
- Accomodate new joiners in demo code even if they're not on DXD_PST_SPECTATING for one reason or another
- Demo extra file list saving is now its own function for code cleanliness
- Actually only modify players relevant to the demo at the end of G_DoPlayDemo, not all 16 by supplying and overwriting garbage values (POSSIBLE MEMORY CORRUPTION FIX, mobj_t pointer was previously dereferenced)
- Fixes an issue where the card animation and the FINISH animation operating on two different timers, but using the same variable, would intefere with each other
- Also makes khud_fault use the same drawer, so it can benefit from interpolation
This is all the visual effects and item logic of the Top
minus (almost all [1]) physics adjustments when a player is
riding one.
While on a Top:
- Otherwordly humming while floating
- Cannot drift [1]. Instead, holding drift begins grinding
the Top into the ground -- sparks fly out
- Sprite tilts left and right as you turn
- No wheel screech when turning too far
- Speed lines while holding drift
- Tripwire Boost effect scales to cover you AND the Top
- One hit and you lose it
- Throwing forward, getting hit or just losing it because
you were in first place for too long: the Top flies out
from under you and begins snaking like crazy
- Throwing backward also makes the Top fly out from under
you but it also thrusts you forward. The Top dies
instantly so it's not dangerous ;-)
- If you're in first for too long, it begins vibrating
- If you tumble, it dances across your entire screen
A loose top will tumble anyone it hits.
Water skipping is enabled for Orbinaut, Jawz, and Ballhog currently. Jawz can water run, as long as their target is on/above the plane they're at -- once their target goes into the water, they'll start skipping.
- The pain + hit confirm delay is done for all players, instead of only the damaged player.
- The player who got the hit also gets to hear their pain sound at full volume.
- Changed the code so that your hit confirm sound effect will no longer be interrupted if the player who got hit left the game.
"cheats" is a proper cvar now. Enabling it allows for cheats to be used any time, even in multiplayer, and disables gamedata saving. Turning it off undoes as many cheat commands as reasonably possible. Based a little bit off of some vanilla work I also did.
Many cheat commands are still SP-only, but can reasonably be allowed in netgames now if a net command is created for them.
- No more instant fuck you button. You charge up a meter instead by holding down attack, and let go to fire as many as you charged up. Tapping fires one out of five, holding for the entire duration shoots out all five like before, but anything inbetween is also possible.
- Ballhog projectiles scale up over time (like Contra spread shot), to help make it stronger again after players started getting faster.