To that end, I've made MF_MONITOR *without* MF_SHOOTABLE act like MF_MONITOR does, and MF_SHOOTABLE allow for both missiles AND players to destroy. This has had the side effect of allowing MF_ENEMY and MF_BOSS to use MF_MONITOR as a substitute for MF_SHOOTABLE that doesn't allow missiles to cause them damage, which might be useful for Jetty-syns.
* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
Fixes to horizontal spring collision
Fixed various issues arising from collision with exclusively horizontal springs. Thamks to @Inuyasha for the heads up! Of note:
* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with (CA_DOUBLEJUMP && CA2_MULTIABILITY) or CA_FLOAT or CA_HOVER no longer lose track of their jump count.
Also:
* Upped the strength of info.c's red and yellow horizontal springs.
See merge request !41
* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with CA_DOUBLEJUMP and CA2_MULTIABILITY no longer lose track of their jump count.
HOWEVER, since these changes to PIT_CheckThing do raise questions about whether there may be unintended side effects here. As a result, I may remake this for internal only if necessary.
Wall collision fixes
Fixes included in this branch:
* A fix for a specific crash encountered in a SUGOI map (sound familiar?) caused by bouncing off a wall adjacent to a slope
* A fix for solid midtextures not accounting for Effect 3/Peg Midtexture properly (https://mb.srb2.org/showthread.php?t=41462)
* A fix for solid midtextures not accounting for texture y offsets properly for non-Lower Unpegged/Peg Midtextured midtextures
* A fix for solid midtextures not accounting for "infinite" repeats (Repeat Midtexture + no repeat count set)
* ~~A fix for Effect 4 on Polyobject First Line making that particular linedef's midtexture solid in addition to making planes visible - this is not wanted if you want a polyobject with both visible planes and full intangibility.~~ Apparently they never did this anyway, don't mind me \o/
See merge request !104
* MF_AMBUSH is now MF2_AMBUSH, because it's something you turn on in a map editor, not with a SOC definition.
* Where MF_AMBUSH was is now MF_PAPER.
* MF_PAPER accesses all the stuff I did previously in this branch...
* ...as well as turn on paper-thin collision detection between mobjs, which I've gotten working but isn't perfect but it's still good enough for non-solid objects!!
I DID make some steps towards re-implementing PIT_CheckThing for solids only in order to replace the hack long-term and hopefully use less CPU, but is currently disabled via #if 0 since I'm not comfortable changing the function signature of P_CheckPosition right now.
. tmthing can be NULL if called from PTR_SlideTraverse, so we should use slidemo instead
This fixes a crash that occurs in yet ANOTHER SUGOI map, involving bouncy walls next to sloped floors/ceilings