I would've liked to make it use a single allocate function to do this very cleanly, but these cases were very clearly not meant to be standardized and use wildly different methods to allocate & free...
All typedefs for structs that were present in other header
files have been moved to here. (Except node_t because the
renderer and netcode both define node_t LOL.)
Mammoth commit, sorry. I only realised halfway through writing it that SECRET_SKIN was only partially merged.
Ports from 2.2:
- Merge SECRET_SKIN (STJr/SRB2!1474)
- Default skin is now handled by checking all skins for unlock status, and I_Erroring if none are available
- Don't show skin names on game startup, to keep our secrets hidden
- Unlockables now have string variables zallocated.
- For skin names rather than numbers.
- Correctly clean up memory when freeing unlockables and emblems.
Bespoke code:
- For temporary testing. `unlocks.pk3`
- Using this for rapid testing gameboot SOC instead of patch.pk3 because of the intent to turn that into scripts.pk3
- Don't not save gamedata in DEVELOP builds, even if you've used cheats!
- `player->availabilities` is now an array of UINT8
- (MAXSKINS + 7)/8 entries, or 32 bytes.
- Included with XD_ADDPLAYER instead of XD_NAMEANDCOLOR.
- Simplifies a lot of logic with respect to demos, skin changes mid-game, etc.
- Seriously, there's a lot of random places in the code that just iterate over MAXSPLITSCREENPLAYERS and g_localplayers to update availabilities in real time in a way that's not particularly netsafe...
- Lines up with the plan for handling unlocks when returning to menus.
- Was included with XD_ADDBOT, but that actually overruns the netxcmd buffer at first mapload with 7 bots. We might need to consider expanding the size of the netxcmd buffer...
- In demos, can be interpreted as both relative to the original replay and the current skin list depending on boolean context provided to R_SkinUsable.
- Used for SF_IRONMAN (and will crash if all other skins are inaccessible).
- Grand Prix bot randomisation uses the host's unlocks.
- Don't show locked characters on the fancy new character select.
- DXD_JOINDATA for demos
- Replaces the dual-purpose behaviour of DXD_PLAYSTATE
- Contains availabilities
- Handles bot material in a different way
- Forceskin restrictions
- Won't run in demos, because it's assumed recorded DXD_SKIN will handle all the conversions the original match had
- Won't run if K_CanChangeRules says no
- Correctly set `mapvisited` on level visit, even in [fake gasp] MULTIPLAYER/NETGAMES!! 🥹
- Added updating unlockables and extra emblems on `mapvisited` update.
- Currently fails to produce the cecho, but that'll be stripped out entirely in a future commit so I'm not bothered.
- Make timelimitintics handled a bit more like gamespeed, encore, frantic, etc - update on mapload/starttime, not during gameplay
- Use default setting if can't change rules - this is a surprise tool that will help us later
- Have it properly update when adjusting gametype from the menu
- Cleaned up SV_StartSinglePlayerServer to do this
- Remove CV_SAVE to prevent time limit bruh moments
Length is determined by the "kicktime" cvar, in minutes. By default, this is set to 10, but I'm willing to adjust this. Only applies to manual kicks (in the future, maybe also name filter kicks).
The timestamp for the unban time is even saved in ban.txt, so long-term temporary bans are completely possible. (I checked, you can attempt to ban someone for up to 1902 years if you really want to.)
* Rename TICQUEUE to BACKUPTICS.
* Add CLIENTBACKUPTICS to limit the time gap players can send tics in at once
* This likely means freezes are more possible, and this variable could be raised later, but prevents some potential duplication in the extrapolerated tic.
ISO C forbids a structure that has a flexible array member
to be a member of another structure or element of an
array.
filetx_pak and fileack_pak are two such structures. These
have been removed from doomdata_t's union.
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 6ecac4159a too.