* Fix majority of Battle resyncs.
* Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
* Correct over-the-network type of player->spheredigestion.
* Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.
* At the start of the first bar, everyone digests spheres at 1 per second, same as before.
* This actually only starts counting down from the most recent moment your spheres becomes nonzero, which is a very, VERY tiny buff to prevent their instant depletion.
* At around 40 spheres:
* Chao digests them at 1 sphere per *tic*. Might be slightly too punishing.
* Mecha Sonic digests them at 1 sphere per... 33 tics, or barely faster than before. Might be slightly not punishing enough.
* Everyone else is linearily in between.
This should be enough I think to sync terrain up. The data structures can't change after the files have been loaded, so it should be good. Needs proper online testing though
Set a sidedef's midtexture to "TRIPWIRE" to turn that line
into a tripwire.
Players can't drive through a tripwire and will bounce
back at high speed if they're in one of the following
states:
1. Invincibility / Grow
2. Sneakers
3. Flame Shield dash
4. >200% on the speedometer
Hitting a tripwire plays a sound, sends you into hitlag,
then plays another sound when the hitlag is over. The
sounds used depend on whether you can drive through the
tripwire.
- Invert high contrast greyscale colorization effect for damage hitlag
- Jitter is now also exclusive to damage-related hitlag
- Since jitter is now just tied to a flag, removed the old trick momentum hack
They will no longer do it on a whim after getting bumped out of position of hitting walls, instead checks if they're trying to accelerate and they physically can't.
Values are subject to tweaking.
(AngleDelta stuff is a leftover of the previous attempt, but I think the code's useful so I kept it in this commit anyway)
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
I don't think this has ever caused issues (numbulbs is just for HUD), but the drawn bulbs on start up might as well be synched if the starttime needs to be resynched too.
While in the air: release accelerate while at nearly-still speeds, and you'll preform a minisucle air drift boost. This mechanic is meant to fix the long-standing issue where you can get stuck in 0 speed in the air and not be able to do anything.
Before, doing a spindash input while turning, but not being at a low enough speed, would make you start drifting.
Now, it checks if you're trying to E-Brake first before interpreting it as a drift input.
If you were already drifting, then attempting accel+brake will still be brake-drift, so that technique is unaffected.