* Prevent ANY input when blindfolded.
* Make CECHOs always perplayer'd. (A little hacky; quads will need work here.)
* Make NiGHTS link timer bounces not a mess, and only when the colour changes.
I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
There's no way atm to make you flash on your screen but not on everyone else's, so I think just making you invisible on all of them keeps the original SMK intent of "you have to pay extra close attention to their screen to know where they are at all" better
* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
Use > 90 && < 270 instead of >= 90 && <= 270. Fixes a bug where if you fly directly up (flyangle 90) or directly down (flyangle 270), that registers as a backwards direction, so you trigger the loop detection by flying BACKWARDS, not FORWARDS. This edge case (only possible via JUMPTOAXIS) should default to FORWARDS looping.
* Add cv_ophoopflags consvar to manage hoop flags separately from other flags
* Simplify hoop mt->options operation so we're not recalculating Z flags; just XOR cv_opflags OR cv_ophoopflags
- Fixed a simple oversight that prevented P3 and P4's sounds from ever
playing
- Changed how sound priority works, now compares distances between
(Untested as of commit since my computer wants a quick restart before it
compiles :V)
I don't think it does anything for us anymore, and might even break things with slopes.
Someone let me know if I'm wrong and am breaking things horribly here.
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.
* Make TIME part of HUD count down in a bunch of circumstances where it was otherwise some other seperate thing.
* Make race countdown happen in a bunch of appropriate circumstances.
* Refactor race countdown.
* Remove a lot of useless stuff from H&S/Tag UI.
* Make co-op/competition/race end-of-act countdown use the race countdown and bigger HUD font.
* Remove useless PLAYING/SPECTATE text from lives element.
* Merge lap counter into lives element.
* Move some other text around.