* majormods and savemoddata cannot coexist as true values, so going through and making situations that involve both only reference one.
* Clean up comments in `dehacked.c`.
* Make G_SetGameModified only console-print for major mods.
* Add amnesty to "major mod" detection while loading files with custom savedatas.
* Improved the console prints for command `isgamemodified`.
- Very slightly less claustrophobic camera defaults
- Changed camera settings are saved
- Camera distance increases relatively with splitscreen & analog mode.
These changes are kind of debatable because them not saving was an intentional decision initially, and the camera being farther out could potentially clip more geometry where it previously didn't... still, thought I'd open this for consideration
This makes it so that if the SPB'd person is passed, then the person who's getting SPB'd won't get the increased item odds for the weird feedback loop.
Unfortunately, the code didn't turn out nearly as nice as I'd desired, but things don't always work out.
In addition: For some reason, I rolled Tinkerer's Arena twice within three hits of the Dice voting option, so something's wrong and this branch needs proper, rigorous investigative testing but I don't know what and I'm way too tired (both physically and metaphysically) to investigate any further.
Shadowed declarations
Unsuffixed float constants
There's an unsuffixed float constant I can't fix because the define is outside of SRB2. We could have our own copy of Pi if we really wanted.
* Do that thing where the character icons are ALWAYS 1x sized, through having two seperate lumps.
* Revamp the S_SKIN parameters to be `facerank` (rankings - equivalent of half-scale old face), `facewant` (WANTED - equivalent of old face), and `facemmap` (equivalent of old iconprefix).
* Do that thing Oni wanted where it shows two postions above and two positions below your current ranking (and you) to the left of the screen, instead of always the top 4, with some limits to avoid drawing outside of everything.
* Replace the last few shitty Mario numbers (for the left rankings) with cool, new Oni numbers.
* Change a bunch of offsets and things so the tab rankings and the intermission work nicer with 9+ players.
* Fixed the conditionals for `suicide` and `retry` commands - `suicide` is now allowed in singleplayer, and `retry` no longer checks your lives (for now).
* Disable the "traditional" level reload method (which `retry` tried to use), since it was completely broken with the other changes we've made. Mapchanges only.
* Made retries cause a mapchange, per the above.
* Disable the last source of skincolor trampling in the game - loading a level while not netgame or record attacking.
If the player count dips below what was stored on the start of the last lap, then don't do time over so that someone can't just spectate at the end of a race out of rage. Y'all are assholes :V
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: