* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
Fixes for Each Time and P_IsObjectOnGroundIn
Fixes the issue with Each Time reported here: https://mb.srb2.org/showthread.php?t=42818
Also fixes a separate issue with P_IsObjectOnGroundIn and intangible FOFs (where it determined that standing at the top height of them counted as being on the ground) which was also reproducable via the above bug funnily enough.
See merge request !204
* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
MI hardcode again
Stuff hardcoded in this branch:
* Everything from SOC_TREE in patch.dta - the GFZ trees use thing types 806-808 and the other trees 810-816
* Everything from SOC_TOKE in patch.dta (but done better)
* Wall spikes, from Nev3r's DSZ/ACZ work, edited to actually hurt you on touch - these use thing type 522
MonsterIestyn/mi-hardcode-again on the FTP includes a test exe (srb2win-mihardcodeagain.exe) and a modified patch.dta (where SOC_TREE and SOC_TOKE are removed and missing wall spike sprites added). A test map for tokens in mario blocks is also included (marioblocktoken.wad).
See merge request !106
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
You can either add FF_SPR2SUPER directly to the sprite2 arg if it's a number, or you can use the new (optional) boolean arg between sprite2 and frame, where as you'd expect false = normal and true = super.
* Crash prevention if total somehow becomes zero.
* Don't waste time multiplying and demultiplying the HUD check if it's just gonna net you the same number.
Pwease no kicky
Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.
See merge request !201