Ping-related code fix
Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups.
I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead.
See merge request !193
Ld414 invalid sound fix
This fixes Linedef type 414 crashing the game if an invalid sound number was supplied to it (this can happen if you, say, scrambled THZ2's textures *cough*), whether or not the "Repeat Midtexture" flag is checked.
See merge request !196
Fix for Lua's "PlayerSpawn" hook
This fixes how functions for the "PlayerSpawn" Lua hook aren't called when the player respawns at a starpost instead of at a map thing start.
(Note to Lua scripters who may want to adjust their scripts accordingly with this in future, checking if `player.starposttime` is non-zero is the best way to detect if you're spawning at a starpost or not.)
See merge request !198
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
Ignore askinfoviams
Turns out PT_ASKINFOVIAMS is an obsolete packet type anyway, the MS doesn't send it at all. So let's just ignore it in the netcode then. (the online page just acts like a client and sends PT_ASKINFO, and is not part of the MS itself)
See merge request !191
Netcode hotfix
Various netcode fixes are included in this branch. Most important of all of course is a fix for the Net_CloseConnection invalid node -32769 detected message thing, or rather what actually caused that to occur.
It's a merge to master since everything here should be compatible with 2.1.18: the only main changes are related to recieving packets (whether you're the host of a netgame or a client), which AFAIK shouldn't cause desyncs if you played with these fixes on a 2.1.18-hosted netgame (or hosted a netgame with the fixes and 2.1.18-using players join you).
See merge request !185
A bunch of bugfixes about too many wads in netgames
Fixes:
* Having bunch of music WADs added and then breaching the file limit(s) through joining a server with important files added. http://mb.srb2.org/showthread.php?t=42662
* Having a bunch of music WADs added, joining a server, and then breaching the file limit(s) when the server adds a file. https://mb.srb2.org/showthread.php?t=34664
* Informing the adminplayer whenever they try to send a request addfile net command but the file limit(s) are reached.
Done into next because I might as well be 100% safe, even though this could probably work on master as well.
See merge request !187
Missiles 'n slopes
Fixed that thing where missiles like sliding up slopes for some reason.
This isn't a 1:1 fix compared to non-slopes - missiles still like stepping up over the borders of sloped sectors and will continue going as long as they never touch that ground again, whereas they can never step up on flat ones - but this fixes the most egregrious issue.
See merge request !181
* if you sent it to a client rather than the server, game over, your connection is closed
* if files that don't exist or are too large are requested are listed, game over, your connection is closed (they should have been checked on YOUR side beforehand, silly)
* if the server has downloading disabled anyway, ...yeah, you get the idea
Don't worry, I made sure Got_RequestFilePak cleaned up the full file request list for the node in case of failure
NiGHTS capsule color fix
This fixes the Egg/Ideya capsule from NiGHTS stages being given SKINCOLOR_RED as a color. Not really relevant for vanilla SRB2 (since it doesn't use green in the sprite), but it may be relevant for custom mods using a custom NiGHTS capsule sprite that happens to use green.
See merge request !189