- Since they're not necessarily going to be randomised, make the prefix Obj_Audience instead of Obj_RandomAudience.
- Externalise some properties that we may not want affecting all hypothetical uses.
- Flag auto-application should be done externally, since this won't be general.
- Focusing on player should be controlled by the function call, not an ambiguous flag.
- Replaces Chao audience entirely
- Convenient, because one of the two default follower types used in the audience is Chao
- Can provide one follower, or a list of followers, on the stringarg1 (seperated by spaces/commas) and it'll pick randomly between them
- If not provided, uses the mapheader follower list
- Can provide one skincolor, or a list of skincolors, on the stringarg2 (seperated by spaces/commas) and it'll pick randomly between them
- If not provided, uses the follower's default color
- If the follower's default color is Match/Opposite or the user provides "Random" in stringarg2, pick a random skincolor
- If arg3 is set, floats in the air
- MTF_OBJECTSPECIAL in binary format
- If arg4 is set, faces the closest player
- MTF_AMBUSH in binary format
- Uses some funny mathematical tricks to avoid checking on the same frame as every other audience member at once
In levels with tens of thousands of precipmobjs, the
overhead of running a thinker for all of them is too much,
no matter how small the thinker is.
ALL thinking is done inside the renderer now, where it can
be limited by distance. Precipmobjs track the last
leveltime they thunk, so interpolated frames don't think
twice.
- foflayer offsets the thing from an FOF in its sector.
- foflayer 0 uses the base sector heights.
- foflayer 1 uses the lowest FOF top height, or highest
FOF bottom height when the thing is flipped.
- foflayer 2 uses the second lowest / second highest and
so on.
- P_PreTicker ("defrosting") is dead. Levels now actually start on tic 0 instead of tic 2.
- Netxcmds are ran before G_Ticker, instead of after.
- All netxcmds are required to be processed before the level will finish loading (up to 5 gametics, to prevent any possible lock-up from malicious clients).
- MT_CDUFO is now a valid type of Prison in Prison Break
- Tracked on counter
- Tracked on HUD
- Tracked on minimap
- P_AddBrokenPrison in p_inter.c
- Generalises behaviour on breaking a Prison Break object
- MT_CDUFO polish
- Can now be broken with all damaging objects EXCEPT Shield Orbinaut/Shield Jawz
- These two are exceptions to prevent them from denying you your on-contact item grab., which these will still give you if you touch them
- Breaking the object by touching it now causes hitlag instead of fireworks
- The fireworks were to make touching it feel good... but hitlag feels better :P
- Now supports mapobjectscale directly.
- Scaled 1.5x mapobjectscale
- Hitbox now far closer to actual sprite (which was just replaced, but was inexplicably far away from the old one too)
- MT_FLAMESHIELD: Flicker dispoffset depending on whether frame is supposed to be behind or in front of player
- MT_FLAMESHILEDUNDERLAY: Use P_SpawnMobjFromMobj to match interpolation coordintes, any other relevant properties, etc
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
- For P_Ticker()'s calls to M_UpdateUnlockablesAndExtraEmblems
- Do not check non-UCRP_REQUIRESPLAYING conditions
- Controlled by a new `boolean doall` parameter to M_UpdateUnlockablesAndExtraEmblems
- Most other contexts have this as true
- Forced true if update is meant to be silent
- Only check UCRP_REQUIRESPLAYING conditions if a relevant property has been touched
- Controlled by a new `boolean checkthisframe` property on roundcondition_t
- Set in all contexts where roundcondition_t is modified
- Would also be set on lap change, but that case is already covered by the following
- Check all conditions, both UCRP_REQUIRESPLAYING and not, on:
- local player K_HandleLapIncrement
- local player P_DoPlayerExit
- local player P_DoTimeOver
- Controlled by a new `boolean deferredconditioncheck` property on gamedata_t
Bubble Shield could collide with the same object up to
5 times per tic! (3 times at least!)
1) P_CheckPosition from MFE_ONGROUND being unset.
2) P_CheckPosition AGAIN from MFE_ONGROUND being unset
while literally being on the ground. This one's
probably a bug in general but it's beyond the scope of
this commit. It's also scary movement code, yiiiikes...
3) P_MoveOrigin to teleport the Bubble to its holder's
position.
4) If something moves into the Bubble.
5) If something moves into the player holding the Bubble.
This generated extra unwated hitlag, especially noticeable
against invincible players.
To reduce these to one collision only, the Bubble is now
MF_NOCLIPTHING except while calling P_MoveOrigin. The
player's own hitbox is also disabled for Bubble
collisions.
Adds some functions:
- K_Bumpers, bumper count for the count, intended for
where player->bumpers was used in HUD and visual
contexts.
- K_BumpersToHealth, converts bumper count to health
points.
player->mo->health replaces player->bumpers where it was
used in health contexts.
Removes some functions:
- K_HandleBumperChanges
- K_DestroyBumpers
Everything K_HandleBumperChanges did has either been
removed or moved elsewhere. P_KillMobj also already called
K_CheckBumpers.
K_DestroyBumpers became pointless after player->bumpers
was removed.