- Revert the blanket exception so Lost and Found won't always have it available
- Won't be considered cheating to go to Test Run on game boot even if not unlocked
- Made the lack of exception for Test Run in Command_Map_f's cheat check more intentional
- Uses K_CanChangeRules instead of checking for multiplayer, to catch all of the restricted singleplayer scenarios
- Checks for server admin first before cheats
- Upon becoming a spectator: if there are any players who
can be spectated, e.g. haven't finished the level, then
turn on director cam.
- Removes director cvar.
- "Default" automatically updates the time/point limit
according to the rules of the gametype.
- This fixes the bug where if you set timelimit at all,
the default 2 minute limit will never be set again for
Battle mode.
- Got_NameAndColor: Incorporate check for cv_restrictskinchange and FREE PLAY
- CanChangeSkin: Boil away all the useless conditions, combine with CanChangeSkinWhilePlaying
- Doesn't apply on join, intro camera spin turnaround, or outside of GS_LEVEL.
- Extract some of Got_TeamChange's behaviour into a new FinalisePlaystateChange function.
- restoreMenu, M_SpecificMenuRestore
- From any Cup Select, Level Select, or Time Attack context (including non-net replay playback), return to the relevant "core menu"
- From any server OR server connection failure, return to the Online EGGA CHANNEL top-level menu
- From netreplay, head to replay hut without incorrect gamestate/fade cope
- Interruption for Challenges unlock sequence now happens on all menu returns, not just post-titlescreen
- M_StartControlPanel
- Integrate with above
- Handle menu re-initialisation properly under more contexts
- D_ClearState
- Split out from D_StartTitle
- Can be used alongside M_StartControlPanel to restore menu state from any play session in a way just as reliable as D_StartTitle was
- Generates "MINIMAP.png" in your srb2home
- Uses inherited automap code to render to a temporary buffer
- Because am_map.c is a mess of filescope static variables right now, this only works when the automap is disabled.
- Currently an equal alternate method to SLADE's map image export, but because we're in control, additional features can be added later...
- TODO: Off vertically by one pixel on GHZ. Otherwise effectively identical in shape
- TODO: the colours are rancid, I wonder if they were even updated for the 2.2 palette
Related:
- Use identical linear-time mechanisms for detecting borders of map geometry between automap and minimap
- Automap was previously using iteration over all vertices
- Minimap was previously pointlessly writing min/max values twice
- capsuletest off - default behavior.
- capsuletest multiplayer - always spawn non time attack
capsules, even in FREE PLAY.
- capsuletest timeattack - always spawn time attack
capsules, even in multiplayer.
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...
This caused some scary issues with P_SaveNetGame the other day, and it's making ACS net sync harder. Let's just cut this off right now.
Also fixed some scary mix-ups in some of the Lua archiving code.
An effectively useless global scope boolean that literally checks for the presence of a finish line, created in and used only by things we inherited from vanilla SRB2
* Battle-like item box respawn handling inverse of GTR_CIRCUIT
* Make battle fullscreen overlay forbid GTR_CIRCUIT
* Make GTR_ITEMARROWS actually do something
* Make everything related to points actually use GTR_POINTLIMIT
* Fobid sphere addition without GTR_SPHERES, to mirror ring addition forbidding
- Add "Gametype" toggle option to pause menu for admins
- A/Confirm button on any gametype other than current to do random map in new gametype
- C/Extra button to return to current gametype
- A/Confirm button on current gametype does a funny noise and nothing else right now, idk what to do
- `randomlevel` supports the same `-gametype` parameter as `map`
- Both `randomlevel` and `map`'s `-gametype` parameter prohibits `GTR_FORBIDMP` mask gametype changes in netgames
- `randomlevel` properly sets encore based on `cv_kartencore`'s value (and permitting `GTR_ENCORE`)
- Split out `menugametype` change functions
- `yellowmap` now remaps all intermediary shades of grey to match funny pause menu remaps
- Introduce `menugametype`
- Controlled by IT_KEYHANDLER/M_HandleMenuGametype
- Excludes gametypes that do not support multiplayer by default
- GTR_CAPSULES and GTR_BOSS for now, but also user-specifiable GTR_NOMP
- Remove gametype_cons_t and G_UpdateGametypeSelections, an obstacle in the way of infinitely allocatable custom gametypes