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
Exit your server desync fix
This branch fixes this bug: https://mb.srb2.org/showthread.php?t=41811
Here's an explanation of how this bug is actually happening:
* Pressing Enter with "Start" selected calls `D_MapChange` to make a map change command. (Note that part of it is actually delayed because it's called from a menu, but this isn't relevant to the bug)
* `D_MapChange` itself calls `SV_StartServer` to start up the server, if you're supposed to be the server player.
* Pressing Esc while starting up a server like shown in the gif causes the server to be cancelled, and go back to the title screen.
* HOWEVER, since we're still in `D_MapChange`, the map change command is made anyway.
* Since we're not in a netgame as expected, no random seed is added, and the map change command has a total size of 9 bytes (1 for the id + 8 for the actual data). This is then stored in the net command buffer. The random seed would add another 4 bytes if it WAS added, note.
* Next time you start a server, and let it work as normal, two more net commands are added: an "add player" command (size 3), and a map change command (size 13, including random seed this time). Your net command buffer now has a total size of **25** (9 + 3 + 13).
* This net command buffer is then sent as a `PT_TEXTCMD` packet to yourself.
* SRB2 recieves the `PT_TEXTCMD` you sent to yourself, and some time later, tries to run the net commands stored in it.
* The first map command is read as if it's size 13 rather than size 9 (it isn't), mistakeningly thinking a 4-byte random seed is stored (since you ARE in a netgame now). This means your buffer reads what it thinks is the next net command starting from position **[14]** in the buffer.
* Bad luck, it gets an id of **0**, which doesn't correspond with any net command!
* This message is then printed in the console:
> WARNING: Got unknown net command [14]=0 (max 25)
* The game subsequently kicks you out the server with a "desynch" message.
tl;dr The game doesn't correctly cancel the map change when you cancel the server with Esc like that. This is not a good thing.
See merge request !188
Dedicated bonuses fix
Fixes the issue reported here: https://mb.srb2.org/showthread.php?t=42530
What it turns out is going on is that making the game bail out in the middle of Y_StartIntermission if you're a dedicated server's host prevents the game from awarding the players bonuses in coop mode. Therefore it's not just special stage bonuses, but ANY kind of bonuses that can cause desyncs if someone loses all their lives.
This can be merged to master since it's a change only for dedicated server hosts, and should otherwise be compatible with 2.1.18.
See merge request !186
SDL fixes and cleanup
Mostly cleanup tbh. I noticed a few things that bugged me when examining SDL's code recently, thought I might as well fix them up a bit.
These changes definitely does not affect netplay, so this can be merged to master just fine.
See merge request !183
R_InitExtraColormaps fix
This fixes the `R_InitExtraColormaps` function so that it correctly realises there are no "extra colormaps" actually in SRB2's files, rather than telling you there are 6 extra colormaps on game startup (or however many WAD files total you have added).
For those who don't know what the function does, it searches for C_START/C_END markers, and if they exist, adds any lumps inbetween to a list of extra colormaps internally. They are never used by the game though, since we last supported colormaps of that kind so long ago I don't think anyone remembers when anymore (definitely more than a decade at least).
Merging to next since I don't know if this would cause any netplay issues or not tbh.
See merge request !182
This is just in case someone actually tries to dump in C_START/C_END and "add" colormaps using them, not that they would ever be used currently anyway.
Jet Jaw crash fix
Turns out not having MF_SHOOTABLE can cause the Jet Jaw to endlessly loop between the two states, until somehow LUA_CallAction inexplicably causes Z_StrDup to crash anyway (that one's a mystery to me, I'm not going to look into it right now). I tweaked A_JetJawChomp so this endless loop can't happen anymore.
See merge request !176