- Points in the direction of the best waypoint to take
- Vwoops in and out like a drop target squash-n-stretch
- Shows WRONG WAY only on debugwaypoints
- Flexible enough to be used for custom purposes and other gametypes, the only caveat being if those gametypes use GTR_CIRCUIT conflicting with the other purpose of PF_WRONGWAY
- titlecam.mobj cannot have P_SetTarget applied when initially setting to NULL, as its previous occupant is some unknown region in memory, and modifying the reference count could in fact change some random number or address ANYWHERE IN THE ENTIRE PROGRAM.
- So we straight up wipe it rather than referenced-unset it in one place, always, for general tidiness.
- Also move skyboxcenterpnts, skyboxviewpnts, and iquetail/iquehead so it's all centralised.
Reuses most of the anti-grief code, but with a very low timer (5sec) and they simply hold Y when reaching it until they eventually respawn from the ring shooter.
- 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
- Y is now additionally another macro for HOLD!
- Disable HOLD! drop from respawning when done with Ring Shooter.
- Immediate release Ring Shooter now goes back a waypoint, and does not have a minimum distance to go forward anymore.
- For P_Ticker()'s calls to M_UpdateUnlockablesAndExtraEmblems
- Do not check non-UCRP_REQUIRESPLAYING conditions
- Controlled by a new `boolean doall` parameter to M_UpdateUnlockablesAndExtraEmblems
- Most other contexts have this as true
- Forced true if update is meant to be silent
- Only check UCRP_REQUIRESPLAYING conditions if a relevant property has been touched
- Controlled by a new `boolean checkthisframe` property on roundcondition_t
- Set in all contexts where roundcondition_t is modified
- Would also be set on lap change, but that case is already covered by the following
- Check all conditions, both UCRP_REQUIRESPLAYING and not, on:
- local player K_HandleLapIncrement
- local player P_DoPlayerExit
- local player P_DoTimeOver
- Controlled by a new `boolean deferredconditioncheck` property on gamedata_t
- 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.