- Comma-separated (exactly the same as levellist)
- Not REQUIRED, you can still make cups with one or zero BonusGame entries
- Happens every (numlevels+1)/(numbonus+1) - 5 and 2 makes after rounds 2 and 4, for example
Gremlins happened whenever P_TryMove and P_SlideMove/P_BounceMove disagreed on what an object collided with. When TryMove said you collided with a line, but P_BounceMove said that you didn't, then you'd get gremlin'd.
To fix this, P_TryMove now can edit a struct to contain information on what it collides with. P_SlideMove and P_BounceMove no longer try to detect walls on their own and now requires this result from P_TryMove. If a slide/bounce is needed without moving the object, then you'd want to use P_CheckMove to get the result.
Lua is not supported right now.
It's been used interchangably as "this is a singleplayer gameplay context" and "This is a no cvar changing context". This addition repairs some behaviour which might have been inconsistent between netgame and netreplay.
- Implementation details:
- grandprixinfo.eventmode is the reference point
- All bots have spectator applied and removed at map start depending on eventmode, and I've done my best to guard against side effects of not removing them entirely
- You shouldn't turn off grandprixinfo.gp when turning on things like specialStage.active or bossinfo.boss when pursuing eventmode behaviour
- Probably needs to be integrated into XD_MAP for any future netplay support, is currently disabled.
- You technically don't have to assign a Capsules map to be the bonus and a Special Stage to be the special. A Capsules map can be assigned to a Special Stage too, and a Boss can be assigned to either of them.
- Special Stages are still just as incomplete as they were before.
- Break the Capsules has special behaviour.
- Timelimit starts at 20 seconds.
- Earn 10 seconds (plus a little extra cheaty time) every capsule you destroy.
- WIN + extra life if you bust all the capsules, COOL if you get some but run out of time, LOSE if you lose your bumper or run out of time without breaking a single capsule.
- Supposed to also give you rings, but ran into a LOT of difficulty with this and didn't want to commit half-baked stuff, so it'll be a later project.
Also:
- Fix a long standing bug where totalring was reset between maps, preventing the sum from adding up across GP rounds and depriving you of extra lives you were owed.
- Fix an issue where Break the Capsules record attack was KARTSPEED_HARD.
- Send timelimitintics in savegames, since it's handled seperately now.
- Fix allocating only enough for "MAPXX".
- Fix memory leak in M_StartTimeAttack.
- Use va instead of malloc + sprintf, strdup where needed.
Some of these pass gpath to va anyway so that should be
enough room.
- Fixes an issue where the card animation and the FINISH animation operating on two different timers, but using the same variable, would intefere with each other
- Also makes khud_fault use the same drawer, so it can benefit from interpolation
- Set gamemap after intermission, rather than before.
- Fixes a bug where the NO CONTESTed player wouldn't get cycled out on the 4th round, because it had already been incremented by G_GetNextMap.
- Make the vote screen a special NEXTMAP_VOTING constant, for sanity, and to make cv_advancemap handled all in one place.
- Along with the above, fixes a bug where changing cv_advancemap would only enable or disable the voting screen, not change the nextmap.
- Call G_EndGame in G_NextLevel, since they were never used seperately.
- Add Special Stage and marathonmode to K_CanChangeRules.
- Make timelimitintics handled a bit more like gamespeed, encore, frantic, etc - update on mapload/starttime, not during gameplay
- Use default setting if can't change rules - this is a surprise tool that will help us later
- Have it properly update when adjusting gametype from the menu
- Cleaned up SV_StartSinglePlayerServer to do this
- Remove CV_SAVE to prevent time limit bruh moments
- Banana, Eggman Items, Proxi Mine, Land Mine, Hyudoro, and Drop Targets are now placeable in maps.
- By default, will only appear when in 1v1s. (Extra flag can be checked to enable spawning in all modes.)
- Most of these objects will need tweaks to account for being placeable now.
Previously right shifted by 10, which should've been
equivalent to divide by 1024. It returned -799 or 800 for
a full turn in either direction though.
This commit lets turning values reach KART_FULLTURN in
either direction.
- Check for if a single local player isn't spectator or no-contested.
- Clean up code to return early if exclusionary conditions are met, rather than one long if conditional bundling them together