stringarg[0] and stringarg[1] are now are used as doubles of arg[0] and arg[1]. Specials that use both string args and regular args need to shift their args up to accomedate. This makes the behavior align more closely with the other Doom ports and removes a dumb manual string arg amount thing in callSpecImpl.
I only adjusted the specials that can be called from ACS. I did not mess with level load specials or thing types, since it's not as important. It would be nice to clean them up before release for consistency, though.
SetLineRenderStyle(int tag, int blend, int alpha)
Changes the blend mode and transparency of a linedef. Requires new compiler config for the blend mode constants.
- POSITION: Runs when POSITION period ends. Has no activator.
- OVERTIME: Runs when the time limit runs out. Has no activator.
- EMERALD: Runs when the Special Stage UFO's Chaos Emerald is grabbed. The activator object is set to the player that grabbed it.
Checks on a background thread since the complexity should
be O(n^2). The specific texture data it checks shouldn't
change after R_LoadTextures so it doesn't need a mutex.
- Even if there's only one level in the group, only skip over the mini linear list in a Time Attack mode
- Improves some of the jumpscare of looking into Lost and Found and being blasted to TEST RUN
- Fix lists of one map being wedged against the bottom of the screen
- Precache valid map count
- 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
- Change scale and offsets of map icon to match other unlock types that show a single map
- Show a gametype string
- Fudges GT_VERSUS into GT_SPECIAL just like the menu does
- Shows "Match Race/Online" for a level with no preferred gametype like TEST RUN
- When selecting levels:
- If the gametype uses cups
- and a map has no cup
- and you're not in Grand Prix mode
- show those maps in a quasi-cup called "Lost and Found".
- Implementation details:
- a few == checks for the pointer to `cupheader_t dummy_lostandfound`
- Otherwise most of the apparatus was built as part of prior art!
- Defaults to 1, AKA Sonic 1/2 monitor
- Set to 2 for Sonic 3k monitor
- Supports a range of 1-9 and A-Z
- Permits fine-grained rapid-prototype stretch goal Chaotix monitor stuff later in development
- Fix the case where invalid levelsearch_t were providing values of false instead of NEXTMAP_INVALID
- Fix the case where M_GetFirstLevelInList was not returning NEXTMAP_INVALID for rearching nummapheaders
- UFO is always solid.
- Adds a height check if the player is no boosting.
- Stumbles if the player is within a 60 degree cone of the
direction the UFO is moving. (Only applies if not
boosting.)
We had this collective consciousness bigbrain moment in VC together, and it can literally only happen in this branch because unlocks.pk3 is the only main-game asset that needs to change for it
Solves the big problem we had with mixing up Item Capsules and ~~Battle Capsules~~ PRISON EGGS
- SECRET_SKIN:
- Shows the character icon you'd have to pick (Eggman for Eggrobo, etc)
- Shows the Engine Class section of the charsel grid you'd have to pick
- SECRET_FOLLOWER:
- Shows the category icon you'd have to pick (3DB for Whirl, etc)
- SECRET_CUP:
- Shows the position on the cup grid, INCLUDING previous pages