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.
* Fixed oversight where late joiners may not actually get lives.
* Fixed oversight where zero-livers could spawn in.
* Reinstated flashing because a crawla walked onto one of the spawnpoints and we immediately got a game over.
* Rejiggered the overlay drawer so the printing was consistent between normal spectatorship and game overness.
* Gave lifedistribution a "Sharing" option to go along with its previous individual and stealing options.
* Made the game over graphic and music only happen if everyone's out of lives if you're sharing or stealing lives.
* Fixed a bug where game over wouldn't come to fruition because it kept on happening each tic of the countdown2.
* Made spectator stuff display in Co-op splitscreen.
* Make setting steallives to true respawn every game overed spectator.
* Make a minimum on the number of lives GetLives can get you.
* Add "You'll steal a life on respawn" to spectator screen.
Needs a bunch of changes to HUD rendering, especially in splitscreen, which doesn't try to show spectator stuff whatsoever. Also, if you're the player whose respawn determines when the map reloads, you'll see the spectator text during the front half of the fade. Unless, of course, it's 2-player mode.
* cv_sharedstarposts - Makes everyone share starposts, defaults to "On"
* cv_respawntype - Defaults to "Starpost". If set to that, people respawn at the starpost you just hit (assuming cv_sharedstarposts is on - may have to combine the two variables later, but seperate for testing for now). The other option is the old, unrestricted spawning. We COULD add TD bubble spawning at a later time using this variable, though.
The level DOES reset if everyone dies, but not in a way which allows for Mystic Realm style non-resetting resets. I'll handle that later.
MI's unimportant code cleanup
Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).
See merge request !71
Revamped Level Select (platter view)
Seriously revamped every level select instance in the game to use a more attractive and easier to navigate platter view, including:
* Game CLEAR! save (Title/Pause menus)
* Secrets Menu (including custom ones)
* Record Attack/NiGHTS Mode
* Server creation (Online/2P)
* MP Pause level select (Online/2P)
As a result, the layout of the last three above menus has been changed to varying degrees of difference.
Also, bonus feature: using level select (or MAP MAPxx without -force) in Co-op multiplayer won't reset your score, will keep any lives you have above the startinglives variable, and will not take away all your emeralds. The -force thing prevents both warping directly to special stages to rack up the emeralds AND ensures there IS a way to start a new game.
Check out <root>/!LatestSRB2Files/srb2win_branch_levelselect.exe with the latest patch.dta to see more.
Also, LF2_WIDEICON lets you do this. https://gfycat.com/MenacingClearAngora
See merge request !68
Analog mode's camera is now x1.2 of your actual cam_dist setting,
instead of being strictly 192. "analog on" seems to reset this modifier
every once in a while, but "useranalog on" prevents this. The wiki
itself says that you should only change useranalog though, so it
shouldn't be too big of a deal.
Camera settings: distance from 128 to 160, height from 20 to 32, speed
from 0.25 to 0.3
Mouse sensitivity from 35 to 12
Default control setup is Mystic's proposed scheme from the New Player
Experiences topic (https://mb.srb2.org/showthread.php?t=42095)
Also, camera settings now save to config, and they no longer try to
reset back to the default at every chance it gets (you can die, start a
new game, or exit, all while still keeping your preferred setting)
* 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.
* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.
RA menu can be opened if the game is modified, but Start can't be selected. (Obvious reason: so scripts to display info can be used easier)
Fixed the stupid background for messages in the Record Attack menu, it was bugging me