* Fix majority of Battle resyncs.
* Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
* Correct over-the-network type of player->spheredigestion.
* Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.
* At the start of the first bar, everyone digests spheres at 1 per second, same as before.
* This actually only starts counting down from the most recent moment your spheres becomes nonzero, which is a very, VERY tiny buff to prevent their instant depletion.
* At around 40 spheres:
* Chao digests them at 1 sphere per *tic*. Might be slightly too punishing.
* Mecha Sonic digests them at 1 sphere per... 33 tics, or barely faster than before. Might be slightly not punishing enough.
* Everyone else is linearily in between.
HUD:
* Miniaturised Spheres and Emeralds HUD for 3P/4P.
* Repair 3P minimap.
* Move accessibility icons in 3P/4P to next to the lap/bumper sticker (currently only kickstartaccel exists)
* Change language on menu retry to be more generalised.
* Adjust HUD code structuring a bit.
MECHANICAL:
* Now correctly set number of bumpers in Break the Capsules to 1 (from 3).
* The above required reworking K_SpawnBattleCapsules into K_BattleInit, which is a good staging ground to handle more battle-specific setup in future.
* Do not spawn Emeralds or Sphereboxes in Break the Capsules.
* If everyone is WANTED... nobody is.
* Try to handle exceptions to timelimits a little more thoroughly (still not perfect).
* Disable pointlimits in bosses.
This is the function that controls whether a bunch of music-related function (and also whether certain error messages get printed).
* P_IsLocalPlayer now supports party players (currently untested, but the code is pretty airtight).
* P_IsLocalPlayer now always returns false in replays.
* P_IsMachineLocalPlayer now exists for the one situation the game determines local players that actually has a net-related function (kicking illegal character changes).
* Invincibility/grow sfx now operates based on whether the player is NOT local (it used to be whether it was NOT a displayplayer).
* Refactored P_SpectatorJoinGame to make future team support easier, and also reset the relevant camera focus, rather than always the consoleplayer's.
* Fix viewpoints on non-local players having overlapping viewpoint text.
- Grow is x2 instead of x1.5.
- Shrink is x0.5 instead of x0.75.
- Physics were left ALONE!! This is purely a HITBOX / VISUAL change!! Grow isn't any faster, and Shrink isn't any slower!! The only potential worry is low ceilings in maps!!
- Bots use lookback when they have a attack item that hits back & they see you.
- Bot item throwing was made slower for easier difficulties. (Lv. 9 should still be pretty fast.)
- Bot cone detection was made much much farther & wider
Lookback sparkle is a signal for "they are contemplating throwing backwards"
I did a find+replace because I realized the functions I added were named too similar to other ones & to make the purpose more obvious ... but it ended up changing them too anyway! Gah!