Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list.
So it's safe to assume all thinkers inside the mobj list must be mobjs.
Signed-off-by: Nev3r <apophycens@gmail.com>
Set up a main thinker list and a polyobject mover list to test things up. Works so far, networking as well.
Signed-off-by: Nev3r <apophycens@gmail.com>
* Ranges between full brightness to half-brightness (50% of fullbright effect).
* Has both software and GL support (I think - GL needs to be doublechecked, but I think it's just GL being murky in general).
* Used by Rings.
* Backport FF_GLOBALANIM and FF_RANDOMANIM extensions to FF_ANIMATE from 2.2.
* Rings use the former instead of their own hacky solution to the problem.
* Also backport FF_VERTICALFLIP, because why not.
* Inverts sprite relative to gravity. I remember wanting this for the flipped death sprite for Jawz, but then Oni drew his own frame for that, so it doesn't matter.
* Refactor vissprite struct a tad, given I did so in internal where I pulled most of these improvements from.
* Should be no in-game affect; let me know if you notice any regressions.
- Ring attraction is now much more preformant. Instead of each ring checking for all players for a shield & then doing a distance check, players with an attraction shield already will do a blockmap check around them for rings.
- Draft leeway period is longer, from 10 tics to 1 second
- During the draft leeway period, your draft sparkles will still be attached to the last player you drafted, but transparent
- Scale drafting speed requirements, distances, and visuals with player scale instead of map scale. While shrunk, this will make it so you need to be closer to draft, but don't need to be moving as fast.
Preview is fairly basic, and only shows players
rewinding. Full state is restored via reloading
the replay and jumping to the timestamp once
the rewind is done.