Version constants for Lua
Pretty simple thing. Allows scripters to use VERSION, SUBVERSION, and VERSIONSTRING to check the game's version and potentially futureproof scripts. Have tested and confirmed working on my end.
See merge request !55
BACKPORT: removal of music slots
Relevant commits cherry-picked. Basically everything except the internal music track name switches.
See merge request !43
BACKPORT: FF_ANIMATE simplistic state animations
this is a lot more complex due to the need to remove the dispoffset related code as well as a lot of the redefinitions; combined with the code changes due to the sprite2 system in internal master.
~~BEFORE ACCEPTING THIS: get sryder to look at and fix any possible brokenness with OpenGL MD2s~~
See merge request !45
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
(cherry picked from commit 025ca413a2a01a8ec7c104748c2f510e350aa457)
# Conflicts:
# src/p_user.c
Re-add/fix broken platform momz mobj code.
The changes in this branch re-add the platform's momentum to players and mobjs which leave the platform (eg. by jumping) so that they move with relative velocity as expected. This behavior was unintentionally broken in SRB2 2.0, which adds a lot of artificial difficulty to certain segments of the levels, where you have to jump between high velocity moving platforms which seemingly cut your jump height to nothing.
Not only has the behavior been fixed, but it has now been enhanced to move the camera while free-falling between platforms as well, completing the illusion of full relative velocity with minimal hiccups. [Observe.](http://i.imgur.com/zmSfUyp.gifv)
See merge request !14
... because some things (Lua. custom header entries) move it.
https://mb.srb2.org/showthread.php?t=40580
(Technically breaks netgame compatibility for Lua-heavy mods, so in next.)
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.
I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
Apparently the mistake also caused myargc to be cleared in Linux64 SDL2 (as pointed out by that ilag11111 guy on GitHub), so that should be fixed now too.
Previously in Lua, dedicatedserver would only return true if the player running the script was the one hosting the dedicated server. In all other cases, it would return nil. This fixes it to point to the server host no matter what.