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.
* Set via a fourth digit in the upper midtexture for transparent FOFs
* For example - #2551 is additive solid, #1282 is subtractive half...
* The original method of setting the upper midtexture to #900 or 901 still works, since I'm not out to break existing maps.
* Software: Remove the horrible `else if` ladder for FOF translucency. Algorithms, baby!
* OpenGL: Move to using `HWR_GetBlendModeFlag` in more places, for more long-term extensible support for multiple blendmodes.
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...
It's no secret that holding down a button a lot can fuck with your wrists and fingers. It's too late for me to be damageless, but I can at least create an option to reduce further harm.
This accessibility feature, when enabled (kickstartaccel and kickstartaccel2/3/4 in the console) behaves with the following properties:
* Hold accelerate for 1 second to lock it down.
* Press again to release.
* Short holds/presses do nothing (good for POSITION).
* Continue holding it during the releasing press to re-lock it.
* A small triangular UI element is added next to the speedometer sticker, which displays the current state of the acceleration kickstart for visual feedback. (NO SPLITS SUPPORT YET)
In addition:
* Add PF_ACCELDOWN and PF_BRAKEDOWN, and BT_REALACCELERATE (which ACCELDOWN tracks). Even if this feature never gets merged, BT_REALACCELERATE is required because sneakers and boosters force it on too (extending this is how I implemented it).
* Fix the dehacked playerflag list being out of shape.
* I replaced some existing flags during development of this branch, so their old uses have been whittled away.
Controls bot behavior while they're touching a tagged sector.
X texture offset is angle to force the bot in (0 is east, 90 is north, 180 is west, 270 is south)
Y texture offset is trick type -- if a bot enters the sector while in trick panel state, then they'll do the input for the trick. Without the effect present, they'll do nothing and eventually tumble.
Y offset 1 does a left trick, 2 is right, 3 is forward, 4 is back/up.