Also includes some adjustments to:
* Horizontal offset of Eggman countdown in splitscreen again. It's not perfectly centered either way, but on second thought I like this better.
* Sound of Lat`'s Mine/SPB explosions - now uses same sound as Karma bombing, instead of that shitty paraloop.
* Correctly wipe k_eggmanblame when it is appropriate to do so.
p_inter.c -
Everything to do with setting states for starposts
In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state.
Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example)
These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them?
Disable all mechanisms of damaging bosses or enemies with the player's physical contact
With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out.
Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects)
NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled.
Comment out Tag mechanisms
Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily.
d_clisrv.c
Comment out Tag mechanisms
See p_inter.c
d_netcmd.c
Disable several devmode commands which are irrelevant to SRB2Kart gameplay
When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us.
Comment out Tag mechanisms
See p_inter.c
g_game.c
Disable NiGHTS-related material
See p_inter.c
Disable some team-related material
Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now.
Everything to do with setting states for starposts
See p_inter.c
m_cheat.c
Disable several devmode commands which are irrelevant to SRB2Kart gameplay
See d_netcmd.c
p_map.c
Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example)
See p_inter.c
Disable NiGHTS-related material
See p_inter.c
p_mobj.c
Disable P_EmeraldManager
Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required.
p_setup.c
Everything to do with setting states for starposts
See p_inter.c
p_spec.c
Disable NiGHTS-related material
See p_inter.c
Everything to do with setting states for starposts
See p_inter.c
p_telept.c
Everything to do with setting states for starposts
See p_inter.c
p_tick.c
Disable some team-related material
See g_game.c
Disable P_EmeraldManager
See p_mobj.c
Do not run shields
Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker.
Do not run special stages
SRB2Kart does not have special stages.
Comment out Tag mechanisms
See p_inter.c
y_inter.c
Disable some team-related material
See g_game.c
p_user.c
Disable NiGHTS-related material
See p_inter.c
Disable 2d movement for players
2D mode? In a kart racer? :nick:
You can now remap Change Viewpoint, Screenshot, and Toggle GIF Recording to other keys, mainly for gamepads
They also pushed me to my breaking point and I couldn't tolerate the control menu anymore, thanks to toaster for the scrolling backport
* Add `kartvoterulechanges`, or "Voting Rule Changes" on the menu, to allow some user control over event frequency.
* "Never" - does what it says on the tin.
* "Sometimes" - 1/8 chance of Encore if host has unlocked it, only gametype change when buffer is full
* "Frequent" - 1/2 chance of Encore if host has unlocked it, gametype change every 5 maps
* "Always" - If host has unlocked Encore, alternates between Encore and Gametype. Otherwise, always a gametype change
* There's probably room for a setting between "Sometimes" and "Frequent", but I didn't want to overload the host with options and these were the ones that made sense.
* Better handling of buffer refreshes, to prevent two of the same map appearing next to each other in the voting unless there literally aren't that many maps.
* Mostly unrelated: Minor bugfix for Y_SetupVoteFinish, preventing music changes/random sounds playing on the You Will Join Next Race screen. (Branch-appropriate, at least.)
- Keep items on death, as long as you haven't used them yet.
- Restart the item roulette on spawn if you die during it.
- Held items that take up your item box now flash, to be consistent with Rocket Sneaker and Grow.
- Fixed remaining instances where camera position would scale with the player instead of the level; the camera should almost 100% certainly not change now when you get Grown/Shrunk
- Reset camera when switching viewpoint, to make it not look *as* weird when switching after you've finished (needs tested)
* A better representation of an Encore level, now with inverted graphics (a special remapping we can now use elsewhere whenever if we want!) and a floating Ruby!
* Decouple encore's setting from cv_kartencore on mapload. Instead, bake it into D_MapChange and related, which will only some of the time be fed by cv_kartencore's value.
* Encore mode now has a special mapheader palette setting, "encorepal", rather than using the same one as non-encore.
- A new variable, voteclient.loaded, for keeping track of whenever or not voting data has been set up or not. Gets set to true in Y_StartVote, false in Y_UnloadVoteData. This is used to prevent drawing the screen in cases where it would crash, and preventing duplicate Y_EndVote calls.
- The game checks for all spectator when transitioning to vote, to decide whenever or not it should skip it entirely or not.
- Unrelated: made the roulette cheating much more common. Hopefully it's as cheaty as Mario Party now :p
* Palette remaps.
* Branding.
TODO:
* Doesn't work in GL. (Mostly.) I have SOME ideas on how to tackle this, but...
* Transmaps are broken in Encore for some reason.
* I tried to make in-level colormaps shimmy over, but it didn't quite work, so I commented it out and only semi-fixed it.
* Force map hell if there are two or more non-spectators (ie, same condition as to not be in FREE PLAY) and everyone has selected the RANDOM level slot.
* Unique gasp-and-Shulk-based sounds for both forced and non-forced map hell occourances.
* Activates when there are less than two non-spectators in a netgame.
* Shows flashing text at the bottom of the screen.
* Prevents drawing several UI elements that only make sense with multiple players.
* Prevents matchesplayed being increased.
* Improve the mapreset timer's behaviour.
* Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0.
* Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to.
* Hide some other stuff that might've been visible for no good reason.
* Improve Mirror mode.
* First person now works with it!
* Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
* Stop respawning spectators when their PF_WANTSTOJOIN request hasn't been processed yet.
* Handle PF_WANTSTOJOIN requests in GS_WAITINGPLAYERS.
* Refactor K_CheckSpectateStatus, and make it so PF_WANTSTOJOIN requests are processed if there's only one player in the server, even if they're on lap 2 or up.
* Make the player entry mechanism in P_SpawnPlayer use the PF_WANTSTOJOIN mechanism so that it can also take advantage of the level refresh mechanism with no extra code.
* NOTE: This does a bad hack in order to not send multiple mapchanges while the joining timer is low! If you can think of a better way to do this, please let me know/commit it.
* Change the timer until you can hit ITEM again when a spectator who has to wait to join shorter.
* (controversial, but I think necessary) - flash the ITEM text when the above-mentioned timer is nonzero.
- New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
- Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
- You can bump other people during spinout.
- Bumping during spinout activates a "slow down" timer, which increases your friction after a few tics.
- You have a Smash-style dust effect after a spinout bump, indicating clearly if you'll slow down or not.
* Have the entire thing slide the fuck away a short while into the intermission.
* The tab screen is modified to work off similar behaviour and presentation.
* To go with it, a revamp of how Battle's scoring is handled.
* It's now considered "hits", and is stored in a reuse in one of the vanilla NiGHTS variables, allowing it to use exactly the same ranking mechanisms as race.
* No more resetting of score between battle rounds.
* Minor, unrelated general code cleanup in places.
* Disable the YEEEAH in splitscreen, otherwise you'll hear it *all the time*.
* Time overs now supported, see below.
* Ties now supported!
* Code cleaned up.
* Play more sonicy tally sounds when counting your points.
* A bunch of time over related stuff!
* Exitlevel time overs everyone, which means no points for you.
* F-Zero-sorta-maybe style death if you're the last person on the course (and not the ONLY one) when someone crosses the finish line! (Or switches to spectator.)
* A bunch of music related stuff!
* Functionally reverted many of my changes to splitscreen and ending music, although the major changes to simplify music code are still kept.
* P_EndingMusic is genericised across gametypes, and only switches a single letter (and looping-ness) now!
* Fix exitlevel in race causing whatever you're listening to to keep playing.
* Make powerups call P_RestoreMusic.
* Put a call to P_EndingMusic into P_RestoreMusic.
* Unrelated crap.
* Make all palette swaps happen at the black point of fades, so they don't stick around awkwardly.
* Huh, I thought I did more than that. Oh well!