R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.
Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
* If a character select character image is not set, don't iterate every tic - iterate on first image get and then save to the struct.
* A character select screen with only two characters now has special case handling.
* A memory leak in the making has been plugged. (specifically, picname not being Z_Free'd if the loop fails to do so)
* Logic/operation simplification.
Also, some typo corrections and clarity case movements of stuff in other files I've been looking at.
* Characters disabled through SOC are outright removed. No awkward gap in scrolling - no hint they were ever there in the first place.
* Vertical loop - the character select images are visually continuous. No matter where you are in the chain, you'll always see a hint of the character above or below your current selection in the chain.
* Smooth scrolling - Moto and Prime showed me a gfy from back during 2.1 development where it was super smooth. I didn't make it as slow as that one, but the smoothness was easy to add and the reason it was removed previously - gaps in the character select leading to varying speeds - is no longer relevant.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.
(cherry picked from commit 025ca413a2)
# Conflicts:
# src/p_user.c
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
Also makes comptime.bat work with git if able.
Development builds will now show the branch and the SHA1 hash of the revision. Also been tested to work with subversion, where it displays "Subversion r####". You know, just in case.
Find them in MAINCFG in player.dta instead, where they belong. This means that player.dta finally contains ALL playable character-related data, with none of it in the iwad or exe.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9003 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
SPR_PLAY now calls up a secondary spritedef for all animations for all players. Old character wads (including player.dta) are no longer compatible.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8993 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd