We had this collective consciousness bigbrain moment in VC together, and it can literally only happen in this branch because unlocks.pk3 is the only main-game asset that needs to change for it
Solves the big problem we had with mixing up Item Capsules and ~~Battle Capsules~~ PRISON EGGS
- For P_Ticker()'s calls to M_UpdateUnlockablesAndExtraEmblems
- Do not check non-UCRP_REQUIRESPLAYING conditions
- Controlled by a new `boolean doall` parameter to M_UpdateUnlockablesAndExtraEmblems
- Most other contexts have this as true
- Forced true if update is meant to be silent
- Only check UCRP_REQUIRESPLAYING conditions if a relevant property has been touched
- Controlled by a new `boolean checkthisframe` property on roundcondition_t
- Set in all contexts where roundcondition_t is modified
- Would also be set on lap change, but that case is already covered by the following
- Check all conditions, both UCRP_REQUIRESPLAYING and not, on:
- local player K_HandleLapIncrement
- local player P_DoPlayerExit
- local player P_DoTimeOver
- Controlled by a new `boolean deferredconditioncheck` property on gamedata_t
Damage can't be ignored entirely while in hitlag because
that defeats stacked hitlag (wombo combo).
But it should be ignored if in an invincible state.
- Move condition for whether hitlag came from a constant
damage source into P_DamageMobj directly. Should be more
accurate if a player is dealt brand new damage, the
constant damage still won't count.
- player->invulnhitlag renamed to player->nullHitlag
Adds some functions:
- K_Bumpers, bumper count for the count, intended for
where player->bumpers was used in HUD and visual
contexts.
- K_BumpersToHealth, converts bumper count to health
points.
player->mo->health replaces player->bumpers where it was
used in health contexts.
Removes some functions:
- K_HandleBumperChanges
- K_DestroyBumpers
Everything K_HandleBumperChanges did has either been
removed or moved elsewhere. P_KillMobj also already called
K_CheckBumpers.
K_DestroyBumpers became pointless after player->bumpers
was removed.
- Exists on every player struct to simplify writes, but A) not netsynced and B) only checked for local players
- Updated in the relevant locations - no centralised ticking at the moment
- Has a number of new associated conditions that require playing (UCRP's).
- The following require [True/False] as supplementary information.
- FallOff
- TouchOffroad
- TouchSneakerPanel
- RingDebt
- The following have no supplementary information because they're universally a specific achievement.
- TripwireHyuu
- SPBNeuter
- LandmineDunk
- HitMidair
- The following has specific requirements that can be set.
- WetPlayer [name of fluid]
- Append "Strict" to forbid even skimming the surface of the map's fluid.
- Combine multiple adjacent saves
- Generally could happen during game ticking, combined via gamedata->deferredstate
- DEFINITELY happened in splitscreen PWR handling, adjust those loops directly
- Write "dirty" state via gamedata->crashflags on everything except safe, intentful unloads
- Add UC_CRASH, which unlocks dependent on the above "dirty" state being present at gamedata load
- We can use this for something more useful and less funny later.
- Play "O_LOSERC" on the menu, starting with the Challenges screen, if a UC_CRASH condition has been met.
Fixes players killed twice if P_DamageMobj is called with
DMG_TIMEOVER and gametyperules GTR_BUMPERS.
Moves death condition out of K_HandleBumperChanges and
lets losing last bumper organically kill the player by
decreasing their health.
- Use sfx_achiev when any Challenge is completed
- If picking up MT_EMBLEM *doesn't* immediately complete a challenge, use sfx_ncitem as before
- Bugfix: this sound is played even when online, which it wasn't previously doing (because the object couldn't be destroyed and play its sound)
- DMG_STUMBLE in SOC, hardcode
- Has sector type
- UDMF: damagetype = "Stumble"
- Binary: Sector type 9, section 1
- Can be chained even when invincible, unlike Tumble
- Will never instinctively cause hitlag
- P_DamageMobj
- Become skin temporarily to show off the hurt frames
- Sets charflags, so P_PlayerThink can handle reversion
- Add sparkles for losing disguise
- P_KillPlayer
- Sets charflags, so P_PlayerThink can handle reversion
- Add extra sound for losing disguise
- G_PlayerReborn
- Sets charflags in not-betweenmaps case as well, so P_PlayerThink can handle reversion
- P_SpawnPlayer
- Use set skin for spawn again (partial revert of previously committed code)
- P_PlayerThink
- More specific conditions for fakeskin reversion
- Not hurt, dead, or respawning (except for last part of drop)
- Add sound and sparkles for reapplying disguise