* Melee now has a proper weightiness to it with a landing frame.
* If you have twinspin too, do a somersalt when running and hitting the melee button.
* If you have melee, go into the melee landing frame when twinspinning into the ground.
* Made it so (player->availabilities & 1 << skinnum) is only true if skins[skinnum] DOES have an availability method, and always false otherwise.
* This means that setting your availabilities to INT32_MAX is no longer the equivalent of having gotten all skins.
* This means we can detect and kick cheat engine script kiddies who try to fool the server that they can use everything.
* This means availabilities of 0x00 is now valid, so make it all F's for an invalid not-in-game.
There's an outstanding issue - you can set forceskin to whatever you want to as the host. This needs to be fixed, but I'm commiting my successes first.
* PF_NIGHTSMODE is now CR_NIGHTSMODE as part of player->powers[pw_carry]. This is because it's mutually exclusive to every other "carry" type.
* PF_SUPERREADY is dead because it literally just checked for all 7 emeralds and 50 rings. That's it. You couldn't even appreciably alter its presence with Lua. That logic has been placed back in P_SuperReady.
Crumble fof
Basic (but kind of WIPish still) support for remote falling of FOFs by linedef execs or Lua. Originally started for Nev3r to use his dark magic on.
Making this MR so people actually remember I was doing something regarding crumbling FOFs, it's been months since I did stuff for this now mind...
* linedef type 446: basic setup is same as the remote shatter one (436), except the FOF of course falls down rather than shatters. By default the FOF respawns
* *No Climb*: the FOF *doesn't* respawn
* *Block Enemies*: respawning ability is determined by the FOF's flags (if it has FF_NORETURN it doesn't return, if it doesn't it does return)
* *Block Enemies + No Climb*: inverted version of above
* EV_StartCrumble for lua, format: `EV_StartCrumble(controlsec, rover, [floating?, [player, [origalpha, [crumblereturn?]]]])`
* *controlsec* is the FOF's control sector
* *rover* is the FOF itself
* (optional) *floating?* does the FOF float on water after crumbling? Defaults to false (NOTE: probably should be set to `rover.flags & FF_FLOATBOB` for best results currently, kind of weird otherwise)
* (optional) *player* is the player that caused the FOF to fall; needed for some effects such as who to award points to if you killed someone =3 Defaults to nil
* (optional) *origalpha* is the FOF's original alpha before crumbling (the thinker for respawning + floating crumbling FOFs tinkers with the alpha for some reason). Defaults to rover.alpha
* (optional) *crumblereturn?* will the FOF respawn afterwards? Defaults to false (NOTE: probably should be set to `not (rover.flags & FF_NORETURN)` for best results currently, kind of weird otherwise)
* the return value of EV_StartCrumble means something I forget offhand now ...it's either true or false though, mind
See MonsterIestyn/crumble-fof on the FTP for a test exe (srb2win-crumblefof.exe), a test map for the linedef, and a test lua script for EV_StartCrumble (which can also be tested in the map).
See merge request !55
Lua more stuff
More new Lua features and fixes:
* Most Lua functions that deal with stuff that exists only in levels now should spout Lua errors instead of crashing the game if you try to use them outside of levels. Likewise, accessing any of the tables that contain level-only stuff (players, sectors, lines, etc etc) spouts Lua errors too outside of levels.
* `userdataType(variable)` now exists: this function simply returns the type of the userdata variable given as a string (e.g. `userdataType(players[0])` returns "player_t", `userdataType(sectors[0])` returns "sector_t"). This also includes "minor" userdata types for array members of other userdata types, such as .powers of player_t variables or .lines of sector_t variables (which would give the strings "player_t.powers" and "sector_t.lines" respectively).
* The Lua hook "MobjMoveBlocked" now exists: functions for this hook are called whenever a mobj attempts to move horizontally but is blocked by a wall or solid mobj (or whatever else can cause P_TryMove to return false, assuming it doesn't remove the mobj). In theory this hook could be very useful for behaviour such as sliding or bouncing off walls without the need of flags like MF_SLIDEME or MF_BOUNCE etc. Format for use is just like most generic mobj hooks: `addHook("MobjMoveBlocked", functionname, MT_OBJECTTYPE)`, where `functionname` is a function that takes a single mobj_t argument.
See MonsterIestyn/lua-more-stuff on the FTP for a test exe (srb2win-lua-more-stuff.exe) and some test scripts for the above changes.
See merge request !67
* Speaking of, actively enforced not being able to be Super and NiGHTS at the same time.
* Also on that note - SPR2_TRNS is now the NiGHTS transformation. The Super transformation is (FF_SPR2SUPER|SPR2_TRNS).
* SPR2_NPAN is now SPR2_NSTN, since it matches Super Sonic's stun animation rather than the pain animation.
* Fixed a bunch of things where Super float was handled badly with 2AM brain.
* Fixed the R_ProjectSprite error going out of spr2names' bounds.
* Fixed order of FF's in dehackéd.
* Fixed that thing where Super Sonic was blue for 1 tic after transformation, and the life icon was a blue Super Sonic.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
Making Metal's pinch cues suck less
Does what it says on the tin. Give it a shot with <root>/toaster/metaltest.wad to skip the race and go directly to the boss to see what it does!
See merge request !70
Precipitation sprite overflow fix
This fixes artifacts of rain/snow sprites appearing on-screen in levels that have rain/snow, if said sprites were high enough above the camera. This kind of thing was previously fixed for sprites of regular objects (and textures of FOFs?), but apparently the fix wasn't applied to sprites for precipitation as it turns out.
I found this most easily reproducable in SRB2TD's Stormy Streets level, because some of the invisible FOFs make raindrops continually splash right up at the sky ceiling itself. Position your camera underneath them right and ...voila, ghostly precip sprites apparently appearing. (You'll need to make a SOC to make the level playable in vanilla SRB2 mind)
See merge request !169
(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)