The actual issue was that turning was nerfed by a flat x0.5 when strafing was enabled, but the strafe amount was speed based. This meant that you got way less turning at low speed, and no strafe to make up for it.
Water skipping is enabled for Orbinaut, Jawz, and Ballhog currently. Jawz can water run, as long as their target is on/above the plane they're at -- once their target goes into the water, they'll start skipping.
- Use Digital Empire's water running conditions (fully prevents ever being able to water-run on water that isn't level)
- Code cleanup of other parts of this code
- Made the threshold for water skipping much more strict
- Fixed water skip being scaled to player scale instead of map scale
- Make water run / tripwire easier for rubberbanding bots
- Properly account for non-loaded maps (missed in big-large-map-markers)
- Don't have a million copypasted extrasmenu.demolist indexarooies
- Make one bad replay handler in `G_LoadDemoInfo(` instead of fifty copypastes (Hmn I am smelling a THEME)
Instead of a static 5 tic delay each time the reticule changes, its a timer that increments the longer your target is on someone, up to 10 tics. When trying to swap targets, it will reduce this timer, and only swap when it reaches 0.
Previously it was using P_SetRandSeed, which sets both initial and current seed to the same thing, since it's meant for level load init. It first set all RNG seeds to the current seed, and then it set all of the seeds to their initial value. The comment about this just says its "stupid and hacky", and I have no idea how it even worked before.
Now we send over both init seed and current seed independently and set them both. Hopefully this will fix the desyncs.
Fixes PNG patch conversion crashing when called from vres
at game startup.
Also does not reload palette every time the resolution is
changed. (This had no effect on the SDL backend, don't
worry.)