Increments gamedata minor version, be aware
- M_AssignSpraycans
- Called in M_FinaliseGameData.
- Attaches a hardcoded set of colours to all race maps in cup order, stopping once we run out.
- The colours are shuffled, with some "freebies" always at the head of the list.
- Integrates partial lists pretty well.
- In DEVELOP builds, I_Errors if it produces corrupted state.
- G_LoadGameData, G_SaveGameData
- Save & Load is implemented for these assignments
Creates a central landing point where gamedata loads/creates can be finalised properly.
In addition, gamedata wipes caused by data erase or custom SOC gamedata can no longer be saved in a partway corrupted state if they were to crash midway through.
TODO: This should be available as a debugging option at
release, since it would be useful for addon authors.
I don't want to make more cvars, those are getting
cluttered and should maybe be coalesced into a single
debugging option.
After turning on freecam, the vertical angle is tilted
slightly downward (this is carried over from normal
chasecam).
Interpolate that angle back to normal while moving
forward. This makes it so you don't need to manually
adjust the vertical angle, since it would cause forward
movement to send you into the ground.
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.
- Battle: plays once the orbiting collection animation
finishes and the player's emerald flags are updated
- Centered on the player
- Sealed Star: plays as soon as the orbiting animation
begins
- Centered on the emerald
- Battle emeralds orbit into the player's body upon
collection
- Emerald shrinks down to a speck
- Orbiting speed increases over time
- Player's emerald flags altered at the end of the
animation
Since gravity is not involved, this will be more
consistent but it is also slightly different than before.
I tried to match it closely to how it behaved before,
though.
- Set floorz and ceilingz so object fulfills grounded
condition for water running
- Set position after object is fully configured
- Jawz needs target set in order to water run