- `EncoreMusic` on mapheader
- Supports up to 3 alt musics, as with every other type
- Do not vape/nightcoreify if provided
- To avoid complicating the Alt Music logic too much, uses "side B" of the same Prison Egg CD
- That is to say, if there are 2 encore tracks and 3 normal tracks, the second Encore track will only play if you've gotten the CD associated with the second normal track
I haven't actually tested it *with* any Encore music, but I've triplechecked literally everywhere to make sure it didn't break standard play
- It is possible to have a circuit map separated into
sections, where there are multiple "laps" before making
a full loop
- Normally the lap count is used to multiply the finish
line distance, but it fails for these maps
- The LapsPerSection property fixes the calculation by
specifying how many laps make up a full loop
- Default = 1 lap (most maps)
SRB2 uses a LOT of mapthing args compared to Hexen (which has none) and ZDoom (which only has them on objects that will never ever activate scripts). So we really badly needed to separate the two if we want attaching scripts to things to be useful.
Instead of storing this during binary-UDMF conversion and then copying it for certain argument fields, put it directly onto stringarg[0] (or [1] if it's the backside), then make relevant changes with those.
Reduces the amount of Zone memory used for binary converted maps, and the amount of struct memory used for all types of maps.
They have also been removed from the Lua API. Fret not, the stringargs on line_t have far more utility.
- Lines can be set to activate when crossing or bumping into them, with distinctions for players, enemies, and missiles+items.
- A new flag has been added to determine if a line special can activate more than once.
- Finish Line + Respawn Line are now handled like other specials. This means that:
- They follow the new line activation rules (so you can potentially have a finish line that you have to bump instead of cross)
- More importantly, they can be called as functions in ACS. (Player_FinishLine and Player_Respawn)
- Fixed linedef flags not being saved in save games.
- It is now called the "SpecialExecute" hook, since it can be called from ACS in addition to linedef specials.
- The input arguments are completely different now. Instead of (line_t, mobj_t, sector_t), it's (activator_t, args array, stringargs array). activator_t is userdata containing valid, mo (mobj_t), line (line_t), side (side_t), sector (sector_t), and po (polyobject_t).
Now uses `SECRET_CUP` and `SECRET_MAP` with a stringVar saying the map lump/cup name, instead of `SECRET_NONE` and a levelheader `unlockrequired` property.
This makes it significantly easier to save/restore the state of these variables, whenever we need to do so for calling movement functions in the middle of other movement functions. This will also make it easier to move it out of global variable hell if desired later.
* Instead of doing constant G_MapNumbers when finding the relationship between maps and cups...
* Add a cache of level IDs to cups, to go with the strings.
* Add a cache of the cup pointer to maps, so we don't have to search through all cups to find our map. (done in P_InitMapData)
* Pre-emptive work: G_IsSpecialStage and P_GetNextEmerald now reference cup data instead of a hardcoded ID set.
* Remove a bunch of old stuff from mapheaderinfo_t/associated, and reorder what stays
* Countdowntimer? 💥
* Startrings? 💥
* sstimer/ssspheres? 💥
* forcecharacter? 💥 (distinct from forceskin)
* interscreen? 💥
* sstage_start/end and smpstage_start/end? 💥💥💥💥
* You've been blocked
* G_MapNumber now returns a special NEXTMAP_INVALID if not found, for more consistent reference.
* Incorporate a good chunk of the `edit-headers` branch. Can't clear maps individually because of the new restrictions on sequential mapheaders, but we can add a "disable in vote screen, not even for map hell/archive" flag to a map at some future juncture for equivalent functionality...
- Refactor significantly (now has its own func, `G_GetNextMap`)
- If gametype uses cups, iterate through cups to find the current level, then grab the next valid level
- If not, get the next valid mapheader for your gametype
- SOC `nextmap`/`marathonnext` is not just deprecated but REMOVED
- Hide the NEXTMAP_ constants again, but leave support dummied out for if we have them publically accessible again
- Also get rid of a bunch of OTHER mapheader stuff we're never gonna use
- NiGHTS Grades? NOPE
- Vanilla titlecard patches? NOPE
- Boss music fadeout/replacement? NOPE
- Select Heading? NOPE
- You've been blocked.
- Don't show maps without lumps on the level select list
- this is me being petty, but making it NOTIMEATTACK in SOC instead of TIMEATTACK so we can reconsider the maps with/without them.
Also:
- improved error prints for SOC condition definitions
- improved bounds checking to use `nummapheaders` for iterating over mapheaderinfo
There are still situations that use NUMMAPS like mapvisited, randmapbuffer, etc, which need to be addressed before merger.
* Set via a fourth digit in the upper midtexture for transparent FOFs
* For example - #2551 is additive solid, #1282 is subtractive half...
* The original method of setting the upper midtexture to #900 or 901 still works, since I'm not out to break existing maps.
* Software: Remove the horrible `else if` ladder for FOF translucency. Algorithms, baby!
* OpenGL: Move to using `HWR_GetBlendModeFlag` in more places, for more long-term extensible support for multiple blendmodes.
Index and take length of tag lists like a table, 1-indexed. There are three
methods which may be used on tag lists:
list:iterate() - returns an iterator over the tags in the list
list:has(tag) - returns a boolean whether the tag is in the list
list.shares(list2) - returns whether two lists share a tag
"find" is also an alias to "has". Each method may be accessed from the global
taglist library too, e.g. taglist.iterate(list)
Tag lists may be compared with an equality operator too. This will tell you if
the two lists are composed of identical tags.
Accessible from sector.taglist, line.taglist and mapthing.taglist.
The global "tags" can be iterated upon for every unique tag which is set in the
level. If a tag is set on a sector/line/thing, it will be included. Taking the
length of "tags" will give you the number of these unique tags. (If a tag is
set on multiple sectors/lines/things, it will only be counted once though.)
For sectors, lines and mapthings, call the field "tagged". This function takes
one argument, which is the tag. The return value can be iterated over for all
the sectors/lines/things with that tag. The length can also be taken for the
number of such objects. If no argument is given, the global tag is default.
* added line.polyobj for line_t
* added subsector.polyList iteration function, for iterating polyobjs in a subsector
* added seg.polyseg for seg_t, in case we ever reenable support for segs/nodes