- Replace battlewanted global with g_hiscore, keeps track
of the current highest number of points.
- Adds HUD tracking for player(s) with the hiscore.
- Should target both players in a tie.
- P_ProcessSpecial: Correct likely copypaste error in desired plane height and texture
- Was using sector floor's height and texture instead of ceiling's.
- P_ConvertBinaryLinedefTypes: assign affected plane in a saner way
- Resolves issue #429
- UINT8 *buffer for AddGhost must now be allocated and filled externally.
- Introduce P_TryAddExternalGhost helper function for existing external ghosts.
- Call vRes_Free(curmapvirt) later, and NULL to make incorrect usage immediately obvious.
- Demos are VERY large and should not be cached for every map in the game all at once.
- Instead, store a small amount of data related to staff ghosts for later reference.
- best time (for use in Medals)
- best lap (maybe use for Medals too)
- player name (for use in Time Attack menu)
Initialises Time Attack menu
- Check for replay file's existence before showing related options
- Parity with pre-newmenus behaviour
- Replay/guest-save functionality not yet (re)implemented
- Handles mutli-gametype timeattack level select listings more thoroughly
The totally-not-a-secret reason I made this branch.
- doomednum 770 (associated with polyobject anchors 760/761 and skybox centerpoint 780)
- Place exactly two in a map to draw an implicit rectangle.
- Supports top-left/bottom-right AND bottom-left/top-right placements.
- I_Errors if you place too many (or only one).
- You don't *have* to have these, this is just a bonus if you're a map like Power Plant or CDSS1 negatively affected by your skybox.
- `P_InitMinimapInfo`
- Writes to `p_local.h` extern struct
- Handles everything previously distributed across multiple K_drawKartMinimapIcon calls (and most of AM_findMinMaxBoundaries)
- Reduces complexity of drawKartMinimapIcon significantly
- Last prerequisite before implementing user-placable minimap boundaries...
- 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
- `skyboxcenterpnts` and `skyboxviewpnts`
- P_InitSkyboxPoint`, which calls `P_SetTarget`
- `waypoint->mobj`
- Make sure NULL before using `P_SetTarget` on
- `tubewaypoints`
- Use `P_SetTarget`
- Use `UINT32_MAX` for the invalid mobjnum, since 0 is a valid one.
- `waypointcap` and `kitemcap`
- NULL before reset
Our international nightmare is over.
I would've liked to make it use a single allocate function to do this very cleanly, but these cases were very clearly not meant to be standardized and use wildly different methods to allocate & free...
This caused some scary issues with P_SaveNetGame the other day, and it's making ACS net sync harder. Let's just cut this off right now.
Also fixed some scary mix-ups in some of the Lua archiving code.
An effectively useless global scope boolean that literally checks for the presence of a finish line, created in and used only by things we inherited from vanilla SRB2
- Lines can be set to activate when crossing or bumping into them, with distinctions for players, enemies, and missiles+items.
- A new flag has been added to determine if a line special can activate more than once.
- Finish Line + Respawn Line are now handled like other specials. This means that:
- They follow the new line activation rules (so you can potentially have a finish line that you have to bump instead of cross)
- More importantly, they can be called as functions in ACS. (Player_FinishLine and Player_Respawn)
- Fixed linedef flags not being saved in save games.