* Genesis-style love and attention to the death event.
* Only visibly decrement lives/rings when you're respawning (or game over, see below).
* Faster no-button-press respawn.
* Game Over specific love.
* Animation of Level Title font coming in from the sides.
* https://cdn.discordapp.com/attachments/428262628893261828/617692325438554132/srb20067.gif
* Change gameovertics to 10 seconds instead of 15.
* Make the minimum time before you can force going to the Continue screen longer.
* Accomodate death in MP special stages as a form of exit.
* Don't have your rings or spheres reset when you die in a special stage, so that the stage isn't softlocked with the new harder limits.
* Fix a bug with CoopLives_OnChange where changing to infinite lives didn't force a game-overed player to respawn.
Also, two not-quite death things which nonetheless were relevant to change:
* Fix quitting a special stage having some of the shared spheres/rings disappear into the aether.
* Fix a warning during compilation for the Ring Penalty print.
Someone thought it was a good fucking idea to make logins NetXCmds. NetXCmds
are sent to everyone however. Thankfully logins are two passes. And the second
pass uses a salt based on the playernum. Therefore, in order to actually make
use of the final hash, you'd have to be the same playernum as who originally
sent it. Still a stupid exploit.
P.S. The netcode is LOL XD by VincyTM -Telos
Mobjs got their own thinker list after all, and disappearing thinkers are automatically purged from their lists and sent to the limbo list.
So it's safe to assume all thinkers inside the mobj list must be mobjs.
Signed-off-by: Nev3r <apophycens@gmail.com>
Set up a main thinker list and a polyobject mover list to test things up. Works so far, networking as well.
Signed-off-by: Nev3r <apophycens@gmail.com>
gametype_cons_t is now initialised using the Gametype_Names array, like how Color_cons_t is initialised using Color_Names
# Conflicts:
# src/doomstat.h
# src/m_menu.c
it turns out playernode[pn] is typically 255 in the above situation, so sendingsavegame[playernode[pn]] goes out of bounds ...but goodness knows why 32-bit builds didn't suffer the same bug, seems to have been pure luck
* Don't loop every frame for menu drawing parameters
* Fixed in-game escape menu not dimming correctly
* Fixed glitches on default title screen parameters
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...
NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)
SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif
NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
* fix screen to properly truncate the filename to just the real name only
* if the real name itself is too long, use ellipsis and paste in parts of the start and end of the actual name
note: I haven't actually tested if this works or compiles yet, I haven't the time right now
- controllable strengths between 0-31 for COLORMAP lump like before
- arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9
- exposed to Lua as v.fadeScreen(color, strength)!
* Remove last vestiges of V_STATICPATCH.