Very incomplete. Currently draws the background and most of the necessary patches. Ignore some of the stupid shit I did here, it'll be cleaned up later.
- Can be used to clear all entries in the round queue
- Stores the special state in the gametype field
- Returns a message if the queue is already empty
- "QueueStart"
- Activates just before RoundStart, but only if a roundqueue is being started
- "QueueEnd"
- Activates just before IntermissionStart, but only if the roundqueue has just finished its final map
I chose before in both instances because Automate_Run runs off COM_BufAddText, and I don't completely trust that the buffer won't overflow for particularly complicated server commands, so prioritising the rarer event. However, this is open for discussion
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.
- If a local player is already finished, don't play any sound
- If the local players finish as a result of this, play the race finish line cross sound
- Else, play the race opponent finish line cross sound
- Add flag application in function signature
- Consistent gating of extra PF_NOCONTEST application behind not already exiting
- This should fix dying after winning in K_Cooperative gametypes breaking things
- P_DoAllPlayersExit
- Consistent condition of playeringame, spectator, exiting, etc checks
- Also could force-give a life (for Battle Prisons)
- In gametypes where you can exit successfully but get PF_NOCONTEST, play the _lose jingle instead of RETIRE
- Affects Prison Break, Sealed Stars
- If you're losing, even if in first place, don't play the _first jingle
- Affects Prison Break
- 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