now that we have spots on the player struct for both gradingfactor and exp, store exp in the exp field after adjusting gradingfactor, and just reference it instead of recalculating every time
- Introduces new function K_GetDisplayEXP
- Replaces duplicated code between HUD and tally
- Returns UINT16_MAX in div/0 case for invalid result (resolves#1458)
- Hides EXP HUD/tally if no EXP can be earned
MobjList count
WIP: Checkpoints grant lap bonus
help?
can't allocate vector
fixed tagged line iteration and collision detection
Multiplayer animations and map retart fixes
Clear between maps
- When a nextmapoverride is in play, do not insert the just-played map into the GP Rank
- Put all the behaviour that determines which Round icon to show in exactly one places
Also, fix a bug where it would show the skin realname for a spectating player's tally instead of the ROUND text.
- Use ease-out sine curve for lap points. This means that the difference between 0 and 1 lap points is more drastic for your score than the difference between 5 and 6. (If this isn't strong enough, then a different curve can be used.)
- Final position is weighted less heavily.
- You now get 0 points at the best losing position, instead of 0 points at the worst winning position. This means less negative points.
- Fix Battle ranking being wildly skewed when point limit is disabled.
- Go to a MainCfg-specified map on its guessed gametype
- `TutorialChallengeMap = RR_ZonedCity`
- Some unique settings
- K_CanChangeRules() == false
- If GTR_CIRCUIT, make it Hard Speed
- If GTR_BUMPERS, die in one hit
- If GTR_BOTS, make them all difficulty 13 of the default bot skin
- No Medals or Spray Cans during the Tutorial Challenge
- Complete the stage in 1st place or don't bother at all
- Has the "Give up" menu option available, but no "Try Again"
- Condition for successfully completing the Tutorial Skip
- `Condition1 = TutorialSkip`
Related bugfixes:
- Correctly wipe skipstats when returning to the Title/menus
- Typing of `ultimatemode` (hey this isn't accessible by anything right now I wonder)
- Gametypes have "GPpic" and "GPpicMini" parameters
- These are shown in contexts where a Round Number would be shown in GP, but an eventmode is under way.
- Instead of having different rules to show up on the pause menu, titlecard, and tally/intermission...
- Pause Menu Roundqueue, Tally, and Intermission have all been aligned to the same rules.
- As long as the titlecard is standard, it will show the GP Pic per those rules. (GTR_SPECIALSTART and GTR_BOSS still have their unique behaviour here)
- If owner->xtralife isn't 0...
- For every 20 Rings we count up, increment livesAdded.
- If at the end of the ring count livesAdded is less than owner->xtralife, set livesAdded to that value.
- Every time livesAdded is changed, play the sound and set the blink.
- Caps the number of added lives to the same as P_GivePlayerLives would permit.