* Again, tweak the spawning code to take maximum advantage of these gains.
* Fix potential crashes with MT_NULL mace/chain types supplied.
* #ifdef out the height-clipping code. It needs more TLC than I can give it right now, and the existing behaviour is less obviously broken (sadly enough).
* Fix chainmace points, which were apparently broken without anyone realising.
* Completely rework how mace/chainbars are spawned to reduce the number of matrix multiplications required EVEN FURTHER!
* Reimplement the maceretry solidity stuff (effect 4).
* Flip the mminlength stuff so that existing dev maps don't break badly.
* Fix hacky chainbar grabbing.
* Tweak height of tinychain a smidge.
* Fix ability to turn chains (still disabled by default, just at least want the option...)
* Replace max speed setting with a "minimum chainlink distance" setting - if greater than zero, that many chains will not be spawned from the center outwards. Doesn't affect the head of the chain at all, since otherwise what's the point? :V
* Handle all chain objects as a hnext/hprev chain.
* When removing mobjs with hnext/hprev, "repair the chain" (make the h links meet).
* Fix hidden slings, which I accidentially broke when I revamped maces the first time.
* Kill MF2_MACEROTATE. Not needed for anything anymore.
* P_MaceRotate now available to Lua to make up for it.
* Related: Made modifying hnext/hprev using Lua safer, so it keeps the reference counts in play.
* Prevent ANY input when blindfolded.
* Make CECHOs always perplayer'd. (A little hacky; quads will need work here.)
* Make NiGHTS link timer bounces not a mess, and only when the colour changes.
I don't fully understand this, but it's what software does and it fixes the issue of the lighting in DSZ3. Also don't need the extra call to R_Prep3DFloors.
* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
Use > 90 && < 270 instead of >= 90 && <= 270. Fixes a bug where if you fly directly up (flyangle 90) or directly down (flyangle 270), that registers as a backwards direction, so you trigger the loop detection by flying BACKWARDS, not FORWARDS. This edge case (only possible via JUMPTOAXIS) should default to FORWARDS looping.
* Add cv_ophoopflags consvar to manage hoop flags separately from other flags
* Simplify hoop mt->options operation so we're not recalculating Z flags; just XOR cv_opflags OR cv_ophoopflags
I don't think it does anything for us anymore, and might even break things with slopes.
Someone let me know if I'm wrong and am breaking things horribly here.
Transformation based on screen space would make sense if we didn't want anything in the world to effect the sprites.
This should allow sprite splitting and sorting of sprites with level geometry easier.
stransform is no longer needed.