- Full valid format: queuemap [name/num] -gametype [name] -encore -force
- Server is fully authoriative about the order of maps in the round-queue
- Server sends XD_MAPQUEUE (which contains gametype, encore, and ordering)
- Admin clients have to send XD_REQMAPQUEUE (which contains gametype, encore, and mapnum)
- Servers spit out a processed XD_MAPQUEUE on reciept
- Done this way just in case an XD_MAPQUEUE is not recieved and has to be resent, guarantees ordering
- Will create a UI for this post-launch, this is primarily for testing but may be useful for user-ran tournaments
- Free `mapname` at successful completion of Command_Map_f
- Maps are UINT16, not INT16 or INT32
- Remove [MAP]code component of help message as it hasn't been relevant since long map markers
- Only send from the server when an update to roundqueue state is relevant
- Perform sanity checking on reciept
- Initialise when map command is sent with roundqueue size greater than the client's
- Correct gametype/encore state on reciept
- Only permit from the server, forbid admin clients from providing it on penalty of kick
A general purpose system that permits cacheing of GP progression in one place, but which permits future expansion and brings Online GP a little closer to reality.
- Stores a bunch of levels, gametypes, encore state, and restricted-by-rank-ness in sequence.
- Initialised on GP cup select.
- FUTURE WORK: Open to being initialised by other methods
- Digests its way through that sequence as maps are completed.
- Stores round number instead of `grandprixinfo`.
- Map commands as sent over the wire have been adjusted.
- Sends round number and size of/position in roundqueue.
- Now figures out GP Event Type from gametype.
- Can be swung in the direction of a Special Stage with a hint flag.
- This hint flag replaces "fromlevelselect", which was functionally vestigal.
- Maps build anger every time a map isn't selected by anyone.
- If a map is ignored for 4 votes in a row, then on the 5th vote it shows up it will be angry enough to vote for itself when everyone else finishes voting.
- Once it gives its funny vote, or it gets played, it will calm down again.
- 13P+ vote icons are implemented; it's just a basic circle though cuz lazy.
- Made the roulette finish even faster.
- Bots can vote again but now behind a debug cvar.
Instead of picking random, we ask the client for what their cursor is on. If it takes too long to arrive, then we ignore their vote.
Also: fixed a crash if the nextmap was never set during voting (can happen via many 0-players fallbacks, and especially now that it needs to check for client responses on a time out), by always initializing to the first map in the vote.
Each map now just has a countdown for when they'll reappear (stored in mapheader), which gets decremented each time a new map is played. This means it's now compatible across gametype switches, is a lot less complex, and is easy to retrieve the value for a specific map without needing to iterate constantly.
Lots of the old unused code surrounding this function was also removed. Lastly, added a PARANOIA check for callAgainSoon being mishandled.
- Catcher comes down to grab your selection. (Needs per-player arrows, as discussed last night.)
- Catcher has more accurate rainbow cycle. Just looks a bit cleaner.
- Vote thumbnails now have outlines & dims, instead of transparency.
- Put voting roulette code into its own struct.
- Sped up voting roulette. (although it's not visible currently)
- Made modify vote stricter (kick hacked clients trying to do funky stuff)
- Added VOTE_TIME_WAIT_FOR_VOTE define. If enabled, voting timer will only start when any player gives a vote. Currently disable because it'd be exploitable without mid-game vote joining.
It was implemented before SendNetXCmdForPlayer, so it used to just send it from the consoleplayer and just attach the player number separately. Now the packet will actually be guaranteed to come from the player that wants to change their vote. (Probably was fuckin possible to just change everyone else's votes with a hacked client before, right)
- 4th map is now a regular option instead of dice.
- Add function to draw a maintained Combi Catcher object on screen.
- Put all vote static variables into either a "vote" struct or a "vote_draw" struct, if it's logic or drawing code.
- Prefix netcode vote globals with _g.
- Add enums/defines for vote magic numbers.
Old syntax with -x, -y, -z, -ang, -aim parameters is
simply replaced with 3 argument syntax like rteleport.
Before - teleport -x 100 -y 50 -z 25
After - teleport 100 50 25
The lost angle, aiming and star post features can be added
back in separate commands.
- Replaces `tutorialmode`.
- Forces gamespeed to Easy, with no POSITION.
- Laps are currently disabled as well, but this can be changed if necessary.
- Hides Free Play.
- Does not count as a played round (except for Chao Keys).
`tutorialmap` has also been removed. This will be replaced in a later commit with something that plays nicer with Ring Racers' existing systems.
- Will silently merge conflict with !1093, make sure to adjust PROFILEVER handling
- (profile_t *)->rumble
- cv_rumble[MAXSPLITSCREENPLAYERS]
- cv_dummyprofilerumble
- Disables all current rumbles when toggling off
- Prevents new rumbles from being set while turned off
Replaces g_splitscreen.c with g_party.cpp. Simplifies
party management functions.
Moves externs out of already bloated doomstat.h and
g_game.h into g_party.h.
Cuts down on globals spam.
- numlaps 0 now sets the race to 0 laps.
- Players will finish upon crossing the finishing line
immediately after POSITION.
- gptest merged with numlaps.
- numlaps works in GP.
- Warping to sprint maps with numlaps already set now lets
numlaps exceed the map default. It was previous capped
at map default ONLY when loading into the level (so you
could still exceed it by setting numlaps during
POSITION). Now it's consistent.
- numlaps can now be set at any time during the race.