Lines, sides, sectors, and things now all support the "Custom" tab properly. Label a property as `user_[whatever you want]` in this tab, and it will be added to the structure. ACS will then be able to retrieve it using the `Get[x]UserProperty()` function.
- Quake epicenter + radius now work.
- Since quake epicenter works, removed the display player check on all of the quakes, so other players can feel them.
- Multiple quake effects are stored in a linked list and dynamically created/freed, so they can stack together.
- Made in china
- Made the quake effects only work on the z axis.
- Quakes now alternate their intensity and dampen it over time, instead of randomly picking values.
- Added quake effects for offroad and stair-jank
- Disabled quakes in reducevfx
- Removed actionmovie and windowquake (sorry jartha)
- If terrain has footsteps, always show those footsteps regardless of player speed slowdown
- Otherwise, if player is slowed down, show default offroad particles
- 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
- Calculate numingame with first loop
- Explicitly set both spectatewait and spectatorReentry to 0 when not a spectator
- Return sooner for cv_maxplayers cap reaching
- Ignore spectatorReentry at an earlier point in the function, instead of complicating the final despectating to use two iteration values
- 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
A system for level completion jingles.
- G_Ticker
- Call P_EndingMusic after a certain amount of time has elapsed to begin a jingle
- Play O_RACENT after the jingle's completion instead of baking it or an equivalent into the music
- P_EndingMusic
- Change the function signature to not take a player
- Pick from a series of const char* jingles, instead of sprintfing into a buffer
- _first
- _win
- _lose
- RETIRE
- Simplifying logic to handle intermission music
Most of this work was completed last year by Sal.
- JT_INVINCIBILITY
- JT_GROW
Future work:
- Actually use the S_RecallMusic system (for some reason it doesn't play nice so had to disable it)
- For players interacting with terrain:
- If a terrain is tagged with offroad, only use footstep if player is being slowed by it
- If a player is not on terrain with footsteps but is being slowed down, use default footsteps as a substitute
This matches behaviour of the previous entry in the series, which was good for communicating the gameplay functionality of being slowed down.
MAXRADIUS was previously an arbitrary value id Software set as whatever their biggest object would be (which they broke that rule anyway). It is now the radius of a blockmap block, which should be a large enough of a nudge value to handle all cases. (Still don't recommend making objects any bigger than a Spider Mastermind though.)