- dumpconsistency cvar is always enabled (rather than a define), but is now a cheat.
- It now dumps on resend, instead of on consistency failure kick. (Those don't even happen on too many resyncs anymore, anyways...)
- It now dumps for both the server & the client that is resyncing, so there's gamestates to compare. The two files are given names with metadata so they can be matched up.
It's not great, but it was easy enough to do and more useable than having 0 tools to inspect resync at all.
Make them stronger by the same factor as acceleration is weakened. This feels a lot more natural, since your top speed tends to be higher on ice, which was making them feel strangely easier to climb ... even though driving on ice is hard mode (even in real life)
Also fixes an oversight where P_SpawnFriction was using the outdated movefactor constants from SRB2 instead of the ones from SRB2Kart that the rest of the codebase was using, by unifying it into one function.
- UPDATE_ALERT is not defined for DEVELOP, instead of being commented out manually.
- Added button prompt to the alert, removed "Press a key" text from the alert
- Improves nextwaypoint searching on a problem spot in
Endless Mine
- I think the sight checking fail state can trigger too
quickly, so this makes it more lenient? (I'm sorry,
I don't really understand it myself.)
- No need to call CV_RegisterVar
- Cvar definitions live in only one file, easier to locate
- Organized into sections -- netvars, cheats, etc.
- Use builder pattern to initialize cvars
- Still need to extern if you want to read the cvar value
Instead of being specific to each level, Spray Cans are stored in a list on gamedata that will be stepped along each Spray Can you collect.
They are only assigned to a level on collection - which prevents you from farming the same easy location for every colour in the game.
In addition, this new system is one step short of dehardcoding them entirely. Now only Spray Cans specifically asked for by the existence of UC_SPRAYCAN will be put in the list, and if a secondary parameter is either "Yes" or "True", it will be put at the head of the list. This could technically support custom skincolours one day, but the author of this commit doesn't care to do the last bit of work necessary to make it happen.
There's a slight extra overhead in that skincolor_t now also holds a `cache_spraycan` (renamed from `cachedcan`, which maps had previously)
Currently, there's no safeguard against grabbing it on a custom course - you'll lose the Spray Can as soon as you load a fresh game again - but I consider that easy to fix (tomorrow) and necessary before merger, because the author of this commit does NOT want complaints on release because we forgot to protect users who keep on losing their skincolors.
Increments gamedata minor version, be aware
- M_AssignSpraycans
- Called in M_FinaliseGameData.
- Attaches a hardcoded set of colours to all race maps in cup order, stopping once we run out.
- The colours are shuffled, with some "freebies" always at the head of the list.
- Integrates partial lists pretty well.
- In DEVELOP builds, I_Errors if it produces corrupted state.
- G_LoadGameData, G_SaveGameData
- Save & Load is implemented for these assignments
- Now called "Grand Prix Backup"
- Filename is now `gpringsav.bkp`
- Since available in standard contexts, do a little extra guarding against unsporting behaviour:
- In non-DEVELOP builds, delete Grand Prix Backup when returning to the titlescreen/menus.
- "undo your extra work and make it more generic" - Tyron
Associated menu stuff is rough and unpolished, but it's 1am for the author of this commit.
- Activated for this session by either of the following Passwords.
- `savetheframes`
- `savetheanimals`
- The idea is that if Ring Racers were ever ran at a GDQ, runners would swear their alliegance to a particular Metroid routing at the startup stage, because I think it's funny and cute.
- A live event backup is created/overwritten on non-cheated grandprix level change.
- It's wiped on reaching the podium.
- When hitting PLAY on the main menu, if a live event backup exists, make a Menu Message.
- If you hit A, turn live event backups on for this session, and load the backup.
- If you hit B/X, delete the backup and proceed to character select.
- Done this way to avoid cheating a different character to the end of GP.
- Unlike the (maybe a little over-)engineering of ringdata.dat, liveringbak.bkp is streamlined as all hells and has very little recovery for differing file lists.