* Rename TICQUEUE to BACKUPTICS.
* Add CLIENTBACKUPTICS to limit the time gap players can send tics in at once
* This likely means freezes are more possible, and this variable could be raised later, but prevents some potential duplication in the extrapolerated tic.
This will be necessary when newmenus comes around and it is no longer advantageous to have a menu for testing bosses, given they won't be a headline feature in v2 or accessible via multiplayer at this time.
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 6ecac4159a too.
* Don't overwrite the first player's name when joining with multiple local splitscreen players. (resolves#151)
* The defaults for unprovided names are now consistently "Player A/B/C/D" as opposed to some being letter-based and some being number-based.
* Send local player info once per local splitscreen player, rather than n^2 times (where n is the number of local splitscreen players).
* Since the packet *requires* four names to be sent every time you join a server, send dummy names for local splitscreen players who aren't connecting, instead of your actual cvars (no data leakage you didn't ask for!)
We had SEENAMES disabled before, and vanilla removed the define, so I went ahead and removed it. Repurposed the old seenames console variable for our nametags.
Since Sryder mentioned it, the main difference is:
- player->angleturn is the absolute angle, like vanilla, but it's now an angle_t, so it doesn't need shifted.
- cmd->turning modifies player->angleturn relatively, instead of absolute angles being stored in the cmd (makes the system less cheatable for kart)
- Because the absolute angle is no longer stored in the cmd, all of the pre/post angleturn values that vanilla has basically just need to be flat-out removed.
While in the air: release accelerate while at nearly-still speeds, and you'll preform a minisucle air drift boost. This mechanic is meant to fix the long-standing issue where you can get stuck in 0 speed in the air and not be able to do anything.
Before, doing a spindash input while turning, but not being at a low enough speed, would make you start drifting.
Now, it checks if you're trying to E-Brake first before interpreting it as a drift input.
If you were already drifting, then attempting accel+brake will still be brake-drift, so that technique is unaffected.