Notable deletions:
- Metal Sonic Race
- Includes all the specialised recording/playback apparatus which made g_demo.c harder to read
- A bunch of hyperspecialised code inside several A_ actions
- EXCEPTION: intentfully left in the spriteless SMK stuff for Sal's add-on down the line.
There were a few remaining cases of bot ticcmd generation editing player structures directly. Fix all of this and make as much of it pass const player pointers so this physically can't be allowed to happen ever again. Appears to improve bot sync in netgames & demos bot support, but I have not tested extensively.
- Cancel offroad
- Inputs do not work
- Cannot accelerate
- Drift/Brake does not work (side-effect of P_PlayerInPain)
- Sprite shakes if icecube.shaketimer
- Sprite is colorized Cyan
- Max friction (slippery)
- Player is considered to be in a pain state
- Sprite slowly turns clockwise
- Sprite tilting is disabled
If player is in one of these states:
- Invincibility
- Grow (K_IsBigger)
- Flame Shield dash
- Over 200% speed
And the other object:
- Does not have MF_DONTPUNT
Then, touching a solid object:
- Punts the object, unless the object has MF_ELEMENTAL
- Fizzles the object, if the object has MF_ELEMENTAL
Or, when an object damages the player:
- That object is punted, unless it has MF_ELEMENTAL
- The object fizzles, if it has MF_ELEMENTAL
Punting means:
- A copy of the object is made
- Both the player and copy receive 5 tics of hitlag
- The copy is thrust away from the player at a minimum of
60 FU, or 2x either the player's or object's momentum,
whichever is ultimately greater
- The copy despawns after 2 seconds
- The copy flickers constantly, while thrust away
Fizzling means:
- The object disappears completely
- A puff of smoke is spawned in place of the object
- No hitlag is applied to the player
Both punting and fizzling:
- Hide the original object (intangible and invisible)
- The original object reppears after 30 seconds
- For 2 seconds before reappearing, the object flickers
back in, but is still intangible
Also makes PF_ELIMINATED work in non-bumpers gametypes... it wasn't gametyperule-dependent previously so Elimination could use it one day, and it doesn't break Sealed Stars to do it this way
- Copiously reuses from MT_MAGICIANBOX, gomen
- Also set the lookback frame, for extra toaster-swag zaza
- Because this feature is so old it predates lookback!?
- If owner->xtralife isn't 0...
- For every 20 Rings we count up, increment livesAdded.
- If at the end of the ring count livesAdded is less than owner->xtralife, set livesAdded to that value.
- Every time livesAdded is changed, play the sound and set the blink.
- Caps the number of added lives to the same as P_GivePlayerLives would permit.
It zooms out, pans to the side and toward the player.
Loop Center thing:
- arg2: zoom-out speed in tics (zooms out when entering the loop)
- arg3: zoom-in speed in tics (zooms in when exiting the loop)
- arg4: zoom-out distance in fracunits (multiply by 65536)
- arg5: angle to pan to the side of the loop in degrees fracunits (multiply by 65536)
- This will be flipped depending on where the camera was
facing before entering the loop.
- arg6: panning speed in degrees fracunits (multiply by 65536)
- arg7: panning acceleration in tics (camera gradually pans to side of loop)
- arg8: panning deceleration in tics (camera gradually pans back to normal)
- `Condition1 = Faulted Yes`
- `FAULT during POSITION`
- for example, combine with "& finish in 1st"
- `Condition1 = Faulted No`
- `don't FAULT during POSITION`