- Don't give Chao Keys, roundsplayed for failing a round in time attack modes (Prison Break/SPB Attack/Special Mode)
- Always defer a save, since playtime is constantly incremented over the course of the round and may not be saved with crashes at certain points
There were a few remaining cases of bot ticcmd generation editing player structures directly. Fix all of this and make as much of it pass const player pointers so this physically can't be allowed to happen ever again. Appears to improve bot sync in netgames & demos bot support, but I have not tested extensively.
- More dialogue
- Restrict access to your choices based on your progress through the Goner Setup.
- Save progress through the setup to gamedata
- Resets to beginning when Challenges is cleared
- Passwords
- Only permit the password entry in like the first two seconds
- Preemptively disarms potentially annoying people in stream chats
- Make wrongwarp also quit the game on exit instead of returning to the title screen
- Add GDQ cheats
- `savetheanimals`
- `savetheframes`
- Both do practically the same thing, with slightly modified dialogue.
- Skips all of the normal dialogue.
- Performing a social experiment on anyone who might stream this game at a charity event. :)
- Always force a page seperation between the last core files cup and the first modded cup
- Lost and Found sits exactly between them
- If any cup on the last page of basegame is unlocked, place LnF on the last core page
- Else, LnF is the first "cup" on the first Modded page
- It's done this way so no Core material is spoiled if you haven't unlocked it yet. We want people to believe RR contains only 7 cups unless they go above and beyond
Also address Volt's bug report: Prevent the first page of cups from being overridden if everything is locked
- When a nextmapoverride is in play, do not insert the just-played map into the GP Rank
- Put all the behaviour that determines which Round icon to show in exactly one places
Also, fix a bug where it would show the skin realname for a spectating player's tally instead of the ROUND text.
- M_LevelListFromGametype: Correctly wipe tutorial status when changing from tutorial to gametype with cups
- G_GetFirstMapOfGametype: Fix tutorial handling, gametype's datatype
- M_InitExtras: to prevent duplicated code, use G_GetFirstMapOfGametype
Track ENTERING the challenge, instead of when you fail it
Allows for system-level ironclad prevention against multiple tutorial challenge runs on the same gamedata
- Go to a MainCfg-specified map on its guessed gametype
- `TutorialChallengeMap = RR_ZonedCity`
- Some unique settings
- K_CanChangeRules() == false
- If GTR_CIRCUIT, make it Hard Speed
- If GTR_BUMPERS, die in one hit
- If GTR_BOTS, make them all difficulty 13 of the default bot skin
- No Medals or Spray Cans during the Tutorial Challenge
- Complete the stage in 1st place or don't bother at all
- Has the "Give up" menu option available, but no "Try Again"
- Condition for successfully completing the Tutorial Skip
- `Condition1 = TutorialSkip`
Related bugfixes:
- Correctly wipe skipstats when returning to the Title/menus
- Typing of `ultimatemode` (hey this isn't accessible by anything right now I wonder)
Permits "map brakes" and "map balconies"
Secretly just uses the titlecard map name behind the scenes, but the author of this commit didn't want to be too intrusive.