Replaced all mentions of starpostnum and Starpost w/ cheatchecknum and CheatCheck (so Ivo can stop asking why we still need it when its going to save our asses on release patches)
- Increments a timer on human players who aren't making progress, does it even faster if they're going backwards.
- Only applies in:
- Netgames
- GTR_CIRCUIT after the timer starts
- If there's no timelimit, pointlimit, or K_Cooperative (because unproductive behaviour there will be punished by other rules)
- The rate at which this changes needs trial and error, but getting the feature functional is more important to start out with.
- If this timer reaches cv_antigrief's value in seconds , the player gets a "Grief Strike"
- This doesn't happen if:
- There's only one active player in the server, so FREE PLAY permits mappers to test what increments/decrements the counter
- Turn `debugwaypoints` on to observe this
- The cvar is set to 0
- Less than 3 grief strikes is a forced spectate
- Anything more is a kick via "automatic grief detection"
- Unless your node is the host (or an admin)
- Remove grief strike strike for finishing normally
# Conflicts:
# src/d_clisrv.h
- On becoming a spectator in a netgame, there is a delay before you can de-spectate.
- 30 seconds by default.
- This can be changed using the cvar `spectatorreentry`.
- ...unless there's only two people left including you, in which case it's three minutes!!
- This can be changed using the cvar `duelspectatorreentry`.
- If spectatorreentry is set to greater than duelspectatorrentry, the former is used instead.
- This timer is wiped on mapload and intermission, so NEW CHALLENGER APPROACHING !! and level changes in general allow people in.
- General purpose cleanup of K_CheckSpectateStatus
- 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.
50% increased effect of handling boosts, 75% reduced penalty for handling boost stacking, grants a boost proportional to your sliptide length when you straighten out
The roulette contains NO (non-seeded) RNG anymore. You manually stop it at any time.
Still needs the visual of the items scrolling, to make it not blind.
Mammoth commit, sorry. I only realised halfway through writing it that SECRET_SKIN was only partially merged.
Ports from 2.2:
- Merge SECRET_SKIN (STJr/SRB2!1474)
- Default skin is now handled by checking all skins for unlock status, and I_Erroring if none are available
- Don't show skin names on game startup, to keep our secrets hidden
- Unlockables now have string variables zallocated.
- For skin names rather than numbers.
- Correctly clean up memory when freeing unlockables and emblems.
Bespoke code:
- For temporary testing. `unlocks.pk3`
- Using this for rapid testing gameboot SOC instead of patch.pk3 because of the intent to turn that into scripts.pk3
- Don't not save gamedata in DEVELOP builds, even if you've used cheats!
- `player->availabilities` is now an array of UINT8
- (MAXSKINS + 7)/8 entries, or 32 bytes.
- Included with XD_ADDPLAYER instead of XD_NAMEANDCOLOR.
- Simplifies a lot of logic with respect to demos, skin changes mid-game, etc.
- Seriously, there's a lot of random places in the code that just iterate over MAXSPLITSCREENPLAYERS and g_localplayers to update availabilities in real time in a way that's not particularly netsafe...
- Lines up with the plan for handling unlocks when returning to menus.
- Was included with XD_ADDBOT, but that actually overruns the netxcmd buffer at first mapload with 7 bots. We might need to consider expanding the size of the netxcmd buffer...
- In demos, can be interpreted as both relative to the original replay and the current skin list depending on boolean context provided to R_SkinUsable.
- Used for SF_IRONMAN (and will crash if all other skins are inaccessible).
- Grand Prix bot randomisation uses the host's unlocks.
- Don't show locked characters on the fancy new character select.
- DXD_JOINDATA for demos
- Replaces the dual-purpose behaviour of DXD_PLAYSTATE
- Contains availabilities
- Handles bot material in a different way
- Forceskin restrictions
- Won't run in demos, because it's assumed recorded DXD_SKIN will handle all the conversions the original match had
- Won't run if K_CanChangeRules says no
- Correctly set `mapvisited` on level visit, even in [fake gasp] MULTIPLAYER/NETGAMES!! 🥹
- Added updating unlockables and extra emblems on `mapvisited` update.
- Currently fails to produce the cecho, but that'll be stripped out entirely in a future commit so I'm not bothered.
Water skipping is enabled for Orbinaut, Jawz, and Ballhog currently. Jawz can water run, as long as their target is on/above the plane they're at -- once their target goes into the water, they'll start skipping.
- The pain + hit confirm delay is done for all players, instead of only the damaged player.
- The player who got the hit also gets to hear their pain sound at full volume.
- Changed the code so that your hit confirm sound effect will no longer be interrupted if the player who got hit left the game.
- No more instant fuck you button. You charge up a meter instead by holding down attack, and let go to fire as many as you charged up. Tapping fires one out of five, holding for the entire duration shoots out all five like before, but anything inbetween is also possible.
- Ballhog projectiles scale up over time (like Contra spread shot), to help make it stronger again after players started getting faster.
Pretty much just copy+pasted from Snap the Sentinel!!
- Hold left/right to adjust the momentum angle after hitlag, up to 22.5 degrees. (Only angle can be adjusted, so you can't adjust your speed, only your direction.)
- It's relative to your angle, so sometimes you need to use forward/back, or even diagonals (forward/back throws now store full analog data for this to work)
- Bananas flip DI direction, to make them not baby easy mode
- Tumble has x3 DI (so angle adjustments of 67.5!!), and hitlag on each bounce to allow even more control.
* 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.