- Refactor significantly (now has its own func, `G_GetNextMap`)
- If gametype uses cups, iterate through cups to find the current level, then grab the next valid level
- If not, get the next valid mapheader for your gametype
- SOC `nextmap`/`marathonnext` is not just deprecated but REMOVED
- Hide the NEXTMAP_ constants again, but leave support dummied out for if we have them publically accessible again
- Also get rid of a bunch of OTHER mapheader stuff we're never gonna use
- NiGHTS Grades? NOPE
- Vanilla titlecard patches? NOPE
- Boss music fadeout/replacement? NOPE
- Select Heading? NOPE
- You've been blocked.
- Don't show maps without lumps on the level select list
- this is me being petty, but making it NOTIMEATTACK in SOC instead of TIMEATTACK so we can reconsider the maps with/without them.
- G_MapNumber now handles special NEXTMAP_ nextmapspecial_t constants that exist at the end of the available type.
- Cleanup of G_DoCompleted
- Add bounds checking to the various SOC maincfg map starts (spstage_start, etc)
- Add lump checking to titlemap behaviour
Also:
- improved error prints for SOC condition definitions
- improved bounds checking to use `nummapheaders` for iterating over mapheaderinfo
There are still situations that use NUMMAPS like mapvisited, randmapbuffer, etc, which need to be addressed before merger.
* Required an adjustment of everywhere using G_MapNumber to return the raw header number, instead of off-by-one ala gamemap.
* Fixing gamemap is a viable improvement for a future commit, but this commit is already pretty big.
* Remove SCANTHINGS, since it used G_MapNumber and didn't work with long map names OR virtres anyways.
* Support freeing new information in CLEAR LEVELS maincfg event, since I tried to use that to test cups.
* Make Patch_Free's usability match Z_Free -- passing NULL is permitted and a no-op.
Allows for custom weather types.
In SOC:
```Freeslot
PRECIP_GROOVY
Weather PRECIP_GROOVY
Type = MT_PARTICLE
Effects = PRECIPFX_THUNDER|PRECIPFX_LIGHTNING```
In Lua:
```freeslot("PRECIP_GROOVY")
precipprops[PRECIP_GROOVY] = {
type = MT_PARTICLE,
effects = PRECIPFX_THUNDER|PRECIPFX_LIGHTNING
}```
Then in level header, simply set `Weather = PRECIP_GROOVY`.
Other properties are part of the object itself:
- Falling speed is set as the object's speed
- Sound ID is set via the object's SeeSound
- Sound frequency is set by the object's Mass.
- ANGLELAG lets you set how fast the followers swivel around. Default is 8*FRACUNIT, old behavior can be returned with FRACUNIT.
- Followers reverse their angle when you hold the lookback button.
- All lag values can't go below FRACUNIT instead of 1.
* Rework HU_UpdatePatch to HU_UpdateOrBlankPatch with a "required" boolean.
* If desired graphic is not present in resources:
* If required is true, return `missingpat`.
* If false, return NULL as before (font compatibility).
* Add an alias with the previous function signature, so you don't need to add a million `true`s everywhere.
* Remove a ton of irrelevant graphics the game attempts to cache only because of code inherited from vanilla SRB2.
* Remove the unused hudinfo system, also inherited from vanilla SRB2.
Volumes may be defined on a 0-100 scale, but any number is
accepted.
If the volume is negative then the sound will play at
normal volume (therefore the info table won't need to be
modified.)