- 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).
- Split out from K_DropHnextList to make its handling more explicit, and to permit K_DropItems scenarioes to *not* drop shields.
- Always called on P_DamageMobj on any non DMG_STUMBLE damagetype, so shields always get digested on true pain.
- Todo: Should shields be popped even on DMG_STING..?
- NOT called on Eggman Mark pickup.
- Add to Lua (alongside K_DropHnextList, which was inexplicably missing).
- 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)
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
Before unlockable conditions dependent on Engine Class are added, standardise the system.
- enum constant in r_skins.h from A-I + J
- Engine Class J is for SF_IRONMAN
- The Joker in the pack of cards
- Also immediately after I in the alphabet
- It's a Jape that works on multiple levels
- Integrate into K_UpdateEngineSounds
- Ignores Engine Class J
- Show the Engine Class in character select extrainfo mode, even in situations character name would have been the only thing shown
- 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
- Move condition for whether hitlag came from a constant
damage source into P_DamageMobj directly. Should be more
accurate if a player is dealt brand new damage, the
constant damage still won't count.
- player->invulnhitlag renamed to player->nullHitlag
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.
Sneaker boosts now pause decay timer, boost strength reduced to prevent tripwire memes, boost lengthened based on proximity to bottom left, further improvements to handling boosts
1st is a large bonus, 2nd is a medium bonus, 3rd place is no bonus, and everything below is a penalty. This will help make Loser Valley grades never be above a C at most.