Was a cute idea, but removing it since it's not something you can 100% guarantee every time, which was the same reasoning for getting rid of times getting damaged / dealing damage from the requirements.
1st is a large bonus, 2nd is a medium bonus, 3rd place is no bonus, and everything below is a penalty. This will help make Loser Valley grades never be above a C at most.
Old values were taken from Snap, which has a small number of very straight-forward and relatively easy to 100% requirements, so it has very high standards. RR has lots of requirements, they're slightly more nuanced, and it's extremely improbable to have them all 100% in one run even if you're good.
- Toned A rank down very slightly. (90% -> 85%)
- Rest of the ranks are more evenly distributed. (D: 45% -> 35%, C: 60% -> 50%, B: 75% -> 70%)
- Move ranking to its own file.
- gpRank (the variable) -> g_gpRank
- gpRank (the struct) -> gpRank_t
- Functions that worked on the global directly now take a pointer to a struct
- Fixed total ring increment
- Fixed final lap's lapPoints being discarded
- Capsules are now added when exiting with the rest of the stuff
- Podium waypoint initialize is done always directly after spawning the player, instead of trying to detect it in K_UpdatePodiumWaypoints.
- Position is manually calculated for K_InitializePodiumWaypoint, instead of needing K_UpdateAllPlayerPositions to be called.
- Instead of calling K_UpdateAllPlayerPositions every time a player spawns, do it at the end of the spawning loops.
- Prioritize spawning bots in further away spots instead of 1st available, as spots 1st to 3rd spots are more important.
Call this whenever we need accurate player positions. In addition to before player think, is now being used for exiting as well as immediately when the player is spawned.
There shouldn't be any spectators in Podium anyway. But
there are if you come here from a Sealed Star because bots
get spectated in those. The bots are still spectators
until they spawn (after G_FindPodiumStart).
Since G_FindRaceStart doesn't use regular position stuff, it needs to do this. Seems to fix the weird bug people were running into in the VC, but it also seemed kinda wishy-washy
- Handle bot spectator on spawn purely in P_SpawnPlayer from now on
- Don't give podium players flashing tics
- Don't call P_MovePlayerToStarpost during podium. (Needs further fixing in another branch, since this also apparently affects bot spawning in all maps.)
- Update mobj_t pointers in CL_ClearPlayer if G_GamestateUsesLevel()
- Forcefully set initial podium waypoint if jointime <= 1
- Use G_SpawnPlayer consistently in P_InitPlayers for podium
- Normalize turning stats
- More friction
- Less acceleration
- Podium bots will go at a reduced speed when going towards a No Respawn waypoint, so they can calm down a bit before they get on their platform.
- Record starting position properly for easing
- Uses linear easing now (everything else ended up looking bad with multiple waypoints, would to calculate splines if you wanted to ease that)
- arg4 is now how long the camera spends between each waypoint
- arg2: TID of an object to make the camera's angle/pitch follow.
- arg3: Zoom tube waypoint sequence to start following.
- Ceremony uses one-screen, regardless of previous splitscreen-ed-ness
- Uses K_CanChangeRules instead of checking for multiplayer, to catch all of the restricted singleplayer scenarios
- Checks for server admin first before cheats