- Re-entry SHOULDN'T get stuck nonzero on first join for a given node
- Set to 0 for all players on level start
- Set to 0 for all players on level end
- DEFINITELY never intentionally set on join with teamchange finalisation
- This basically just prevents people from spamming New Challenger after hopping out mid-session, since the previous version, in addition to being buggy, was a little annoying.
- New Challenger no longer happens on tic 0 of mapload
- Handles any late, pending PF_PF_WANTSTOJOINs without threat of reset in P_PostLoadLevel
- Grand Prix (& backup) and Match Race bot initialisation
- Fixes rival selection
- P_InitPlayers
- Has to be after bot init
- Beginning of demo recording
- Grand Prix and Match Race replays appear to both function far better, and equivalently to boot.
- A desync in "RNG seed 24" is reported. This is PR_BOTS. This is the only notable desync I can see!
- ACS_LoadLevelScripts
- I'm not ironclad sold on this being the forever home, but it's also a not-from-netsave thing, and barring external input I could see some scripts being dependent on a finalised player list.
Nines might be more pleasing than an exact number for con_hudtime
It'd be bad to make "MIN" in an old config suddenly start displaying lines for con_hudlines
# Conflicts:
# src/console.c
Originally written by Zwip-Zwap Zapony for the SRB2 repository as part of STJR/SRB2!1931, partially flattened to avoid waiting for the merger of the entire branch.
- 0, not 1 as previously was the case, now shows zero lines.
- Now inclusively capped between 0 and 20 lines in the cvar, rather than silently in the console code.
There are two differences between Whumble and Stumble.
- Stumble cannot be combo'd on upwards momentum, while whumble can. (Resolves#522)
- Whumble takes bumpers, while stumble does not.
- Removes the MT_INSTAWHIP hack.
- CL_ClearPlayer
- Delete followmobj, stumbleIndicator, and sliptideZipIndicator
- Wipe flickyAttacker and powerup.flickyController
- G_PlayerReborn
- Properly destroy the Follower and its bubble overlays, etc
- Ensure ringShooter pointer is kept
- Delete followmobj, stumbleIndicator, and sliptideZipIndicator
- Wipe flickyAttacker and powerup.flickyController
- P_PlayerThink
- Ensure all invalid pointers are erased, even on hitlag frames
Since it's already ticking for the sake of a fuse, make it handle its own movement/scaling as well.
Spawning is still handled by the player thinker (and can be blocked by hitlag), but this permits it to disappear when a player dies/disconnects the server.
This isn't currently the cause of any issue, but found this future footgun while researching the previous commit.
Sometimes functions are turned into macros, which could potentially result in multiple save->p digestions if this was eventually turned into one.
Fixes connecting to a server that's currently on a map with a loop.
Also tidies P_SpawnItemRow, P_SpawnItemCircle to reduce the likelihood of this happening again, and possible crash with Lua-shortcircuited loop spawning
Fixes ourIP being set on every map change
Also catches a possible case where joining clients can sigfail in the window between map change and stun response