- You flash white while in invincibility
- Invincibility is not rainbow UNTIL you go above the initial timer.
- Increased visibility of the shield effect around invincible players.
- Invincibility sparkles have trailing afterimages.
- Disabled invincibility speed lines; they now use the normal speedlines but grey/rainbow. (The code/sprites will be used for something later.)
- Using invincibility adds time, instead of setting it.
- Player hitbox is finally bigger, to actually match the shadow size.
* Add a little "ding" sound and HUD dorito bounce when your kickstartaccel reaches max, so you can let go of accelerate/know when you need to tap to stop.
* Make the name on top of the boss healthbar only show up once the titlecard is over.
* Properly reset boss healthbar fill between maploads.
Play SA2 "shwing" at title card; play POSITION music once
camera is steady (instantly in 1v1).
Encore: play portal warp sound instead of "shwing"; play
portal drone instead of POSITION music, always start
instantly.
This is the function that controls whether a bunch of music-related function (and also whether certain error messages get printed).
* P_IsLocalPlayer now supports party players (currently untested, but the code is pretty airtight).
* P_IsLocalPlayer now always returns false in replays.
* P_IsMachineLocalPlayer now exists for the one situation the game determines local players that actually has a net-related function (kicking illegal character changes).
* Invincibility/grow sfx now operates based on whether the player is NOT local (it used to be whether it was NOT a displayplayer).
* Refactored P_SpectatorJoinGame to make future team support easier, and also reset the relevant camera focus, rather than always the consoleplayer's.
* Fix viewpoints on non-local players having overlapping viewpoint text.
They look like random item boxes (the ones in Race) but
have a blue sphere inside of them. One box is worth 10
blue spheres. More boxes spawn during Overtime.
New sprite: SBOX
- K_FindBotController returns the line_t directly, instead of a linedef index.
- Trick panel code is in its own function.
- Try to fix infinite bot heat death
Also removes a few remaining instances of player->bot being checked to affect gameplay where it shouldn't from vanilla, but it's code that is rarely used / completely unused anyway.
Not a pancaea for EVERYTHING, just a bunch of good stuff.
* Some issues with spectators not == true because the assignment wasn't casted.
* Netgame status (or rather its inverse) is recorded in netreplays now, to allow for power levels controlling spawn position.
* Fixed tally screen for replays to not scream infinitely at you.
* P_IsLocalPlayer now uses display players in replays.
* A bunch of good testing prints that helped me find these problems, commented out for now just in case we need them again soonish.
* Hold lookback to create a tiny twinkle in your eye.
* If an opponent is behind you, that sparkle is pretty big and plays a cool animation.
* If an opponent is behind you and you have an item, initiate the Chengi Gleam.
* These sparkles are only visible for every player except you. (Currently even with hyuu ghostliness)