Reuses most of the anti-grief code, but with a very low timer (5sec) and they simply hold Y when reaching it until they eventually respawn from the ring shooter.
- Added new spindashing conditions:
- In offroad.
- Trying to go up-hill on a steep slope.
- On a conveyor going the opposite direction they're trying to go. (Barren Badlands)
- Instead of checking for any spindash condition and adding to the confirm timer, it adds to the confirm timer for every single condition.
- Increased the confirm time from 2sec to 3sec to accommodate for this change.
- Fixed not using precise momentum angle, causing the low-speed scenarios spindash is intended for to not always work.
- Bots now check for spindash conditions even in damage states, allowing for spindashes after a spinout.
- Fixed the spindash confirm not decreasing over time when entering a condition and then exiting it, causing random spindashes when it wouldn't make sense.
- It's pretty barebones so far, more stuff has yet to be done
- Updated to use the current method of checking if a memu button is pressed
TODO: Port the menu drawer
TODO: Fix confirm delay handling
- Preliminary work so that the feature can be tested later down the line when the menu is reimplemented
- Made sure any secret revealing presence info is guarded behind a non-DEVELOP build check
Previously based on prediction radius, which meant it was so low that it might barely even nudge at all. Now we try to nudge a lot, but clamp the radius to make it thinner if it goes off-road.
P_LineOpening results are stored in a locally made struct instead of being a bunch of disorganized globals.
Waypoint traversals can go thru 1 line, if it was blocked by step-up rules, for free, similar concept to sound-blocking lines in Doom.
Also includes secret support for widescreen.
I was planning to put this on tab rankings, which doesn't have borders.
Pause menu does, but it would be a waste to strip it back out again.
- Uses function pointers to highlight display players instead in demo playback
- Was previously doing this to avoid all players being highlighted in local splitscreen, but this is now relevant there too thanks to bots
- Their waypoint radius gets thinner quicker
- Waypoint distance is scaled with each ones' floor slope, instead of done once at the end of the prediction.
- Prediction is pulled back further when it goes through a wall
- Prediction starts earlier and goes less far
- Bots will brake at shallower angles (allows them to brake-turn more often)
- K_AddDodgeObject and K_AddAttackObject now adjust based on the radius of the object
- Fixed K_AddDodgeObject adding to the goto objects instead of avoid objects
- Optimized blockmap search size for K_FindObjectsForNudging
- Current waypoint is no longer cleared each frame
Found while working on bot changes to respect step-up, lowfloor would occasionally be the floor below instead of the FOF. Also code cleanup to remove redundant / unused stuff.
- On the last non-rank-restricted round in the queue, if the final entry is visible (you've been to it before OR you're just about to go to it for the first time), slide over before the bar fills up.
- Adds one second to the timer to give it extra breathing room
- Known hack: A one-frame offset if R_UsingFrameInterpolation() returns true
- This permits the Sealed Star rank progression bar fill to reach the end.
- It also allows us to match possible sound cue events between interp and non-interp frames.