- Can now apply to normal stages, simply defaults to "false" in normal stages.
- Post-level cutscenes are now always skipped when the stage was failed.
- Exposed the boolean as a Lua read+write global.
Desired for SUGOI, as it allows for visited flags not be updated, and level completion emblems to not be awarded. Which means a lot less crappy non-ideal workarounds.
Normal stage intermission currently does not reflect failure state at all. Maybe it could always skip, never award score bonuses, have different text... etc. Probably would leave that up to vanilla dev opinion.
* Hooks are no longer a mess of lua boiler plate. Helper functions reduce hooks
to, at the most basic level, only two calls.
* Lua tables (the array part) are used to index hooks. Such tables contain only
hooks of the same type.
* Hook types are defined in one place so you no longer need to sync up the enum
and name array.
The global "tags" can be iterated upon for every unique tag which is set in the
level. If a tag is set on a sector/line/thing, it will be included. Taking the
length of "tags" will give you the number of these unique tags. (If a tag is
set on multiple sectors/lines/things, it will only be counted once though.)
For sectors, lines and mapthings, call the field "tagged". This function takes
one argument, which is the tag. The return value can be iterated over for all
the sectors/lines/things with that tag. The length can also be taken for the
number of such objects. If no argument is given, the global tag is default.
This is done through the new "registermetatable" function,
in a somewhat similar fashion to "freeslot" but for metatables:
it must be called at script load to tell SRB2 your metatable
can be automatically relinked during the unarchiving process.
* create new file lua_polyobjlib.c
* made a stub LUA_PolyObjLib function
* added META_POLYOBJ to lua_libs.h
* updated makefile, CMake and MSVC project files for lua_polyobjlib.c
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).
Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.
Built using feedback from the official server's #speedruns channel, among other places.