- 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.
- 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)
- 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
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
In levels with tens of thousands of precipmobjs, the
overhead of running a thinker for all of them is too much,
no matter how small the thinker is.
ALL thinking is done inside the renderer now, where it can
be limited by distance. Precipmobjs track the last
leveltime they thunk, so interpolated frames don't think
twice.
A little off-piste, but a trivial addition since I'm changing this part of the code.
- Plays in Position outside of Encore
- Shows up first in the Sound Test sequence for that map
- P_PreTicker ("defrosting") is dead. Levels now actually start on tic 0 instead of tic 2.
- Netxcmds are ran before G_Ticker, instead of after.
- All netxcmds are required to be processed before the level will finish loading (up to 5 gametics, to prevent any possible lock-up from malicious clients).
- Print mobj address and mobj type in addition to
reference count
- Print negative reference counts correctly
- Don't print warning twice for the same mobj (don't spam
the console)
- Unfortunately, the way this system previously worked, the unlock was given to you for free if you accidentially opened two copies of the game at once.
- Instead, open the file in r+ mode, shimmy along 5 bytes, and write a `true` to be read later.
- Far more memory safe than rewriting the entire gamedata out on crash.
ALSO:
- crashflags has been split into boolean evercrashed and UINT8 musicflags.
- We don't need to track if the LAST session was a crash, at least not right now.
- Opens the floor up to other music like Loser Club happening on the Challenges menu.
- POSITION: Runs when POSITION period ends. Has no activator.
- OVERTIME: Runs when the time limit runs out. Has no activator.
- EMERALD: Runs when the Special Stage UFO's Chaos Emerald is grabbed. The activator object is set to the player that grabbed it.
- 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
Call this whenever we need accurate player positions. In addition to before player think, is now being used for exiting as well as immediately when the player is spawned.
Partial duplicate of MR 1010, but 1) wanted to guarantee no merge conflicts before I forgot and 2) I added things in previous commits which needed stronger guarding
- Combine multiple adjacent saves
- Generally could happen during game ticking, combined via gamedata->deferredstate
- DEFINITELY happened in splitscreen PWR handling, adjust those loops directly
- Write "dirty" state via gamedata->crashflags on everything except safe, intentful unloads
- Add UC_CRASH, which unlocks dependent on the above "dirty" state being present at gamedata load
- We can use this for something more useful and less funny later.
- Play "O_LOSERC" on the menu, starting with the Challenges screen, if a UC_CRASH condition has been met.
- M_UpdateUnlockablesAndExtraEmblems: If Playing() and GS_LEVEL, call a bunch of funny conditions for every non-spectator splitscreen player.
- Called every tick in P_Ticker. May be foolish. May duplicate effort. Worth extra attention later.
- Add a bunch of stacking-together UCRP_REQUIRESPLAYING condition types.
- A collection of PREFIXes
- Grand Prix
- Bonus Round
- Time Attack
- Break The Capsules
- Sealed Star
- A collection of specific prerequisites
- Current map is [map value]
- Character is [character string that gets parsed after skin load]
- M_UpdateConditionSetsPending(), because SOC is bad and loaded before skins
- A collection of win conditions (TODO: these still work in FREE PLAY)
- Finish in good standing
- Break all the capsules
- No Contest
- Finish at least [place]
- Finish at [place] exactly
- Finish at [time, tics]
- Finish at [time, tics] exactly
- Finish with at least [time, tics] left (GTR_TIMELIMIT only)
- An AND to concatenate them together (literally just for text adjustment)
- Don't clear every tic. This is what P_RemoveTracker is
for.
- Link in P_SpawnMobj. Should cover all cases.
- Remove excess objects. These were leftover from when
Shrink destroyed items. Just track Jawz, SPB and Break
the Capsules.