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
* 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
*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
* Hide the individual lives on the tab menu whenever they're irrelevant.
* Make co-op spectators appear on the tab menu.
* Hide one frame of spectatorhood stuff in splitscreen.
* Fix joining netgames whilst in a special stage not giving the startinglives.
* Make monitors that don't appear to do anything play the failure sound.
* Only make players flash if they're REspawning, rather than spawning into a fresh level - unless it's a NiGHTS level, in which case never.
* Make the default value of cv_playersforexit "All".
* Correct the greying out of the lives counter for cv_cooplives == "Single pool" to only be when you can't respawn.
NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.
OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.
MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
* Don't attempt to respawn anybody when changing cv_coopstarposts and nobody CAN be respawned.
* Make Rings transparent (and not flash) when you're a spectator.
Lua archive value fix
This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me.
See merge request !200
No more jumping springs FOR REAL!
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.
Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
Test with ```<root>/toaster/srb2springsagain.exe``` and ```<root>/DrTapeworm/springtest.wad```, via Mystic's secret server that [SOME jerk](https://www.youtube.com/watch?v=TRjXE_ZMT2s) keeps leaking from.
See merge request !199
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.
Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
OpenGL papersprites
I don't know if anyone actually tested Sryder's original OpenGL papersprites support before it was merged in, but there was some issues with the papersprites themselves "wobbling" about in a sort of weird way depending on the angle you view it from or where you are. It's easiest to see what I mean if you just load up sawb.wad, and strafe about when viewing one of the sawblades.
Thankfully all I really needed to do was tweak the way angles work for papersprites. I also cleaned up Sryder's original code a little, not that I really needed to do so though.
See merge request !96
"MapThingSpawn" hook for Lua
A hook for adding special stuff to mobjs spawned via a map thing on level load, like special features depending on the map thing's flags, angle, z position, extrainfo, or anything else I didn't think of.
**Function syntax:**
`functionname(mobj, mapthing)`
where `mobj` is the spawned mobj (type mobj_t obviously), and `mapthing` is its corresponding map thing (type mapthing_t also obviously). Note that `mapthing.mobj` will not yet be set to `mobj` at this point (it's set afterwards, provided you don't remove the mobj or something stupid).
Returning `true` overrides features in place for existing mobj types (currently not all existing features are overridden, I may change this; see the source code for what IS overridable for now), returning `false` runs them as normal.
**Hook syntax:**
`addHook("MapThingSpawn", functionname, MT_OBJECTTYPE)`
where `MT_OBJECTTYPE` is the object type to apply the hooked function for. As usual, if this argument is omitted or set to MT_NULL, the function runs for all object types.
**Test resources and where to find them:**
* srb2win-mapthingspawn.exe, my folder on the FTP - test exe, obviously
* luatest-mapthingspawn.lua, same place - a simple Lua script that changes the scale of MT_GFZFLOWER1 (the orange flower) based on the map thing's angle (0 degrees is normal, 90 degrees is 2x bigger, 180 is 3x bigger, 270 is 4x, etc etc)
See merge request !83
MI code cleanup once again
Code prettification branch 12472849127, no real changes to gameplay except a bunch of outdated SOC features have been removed or disabled (most notably, Callum's old texture/patch SOC implementation). Though the changes here might also speed up game startup a teensy bit I suspect, possibly?
See merge request !102