Additionally fixes some weird padscale 0 stuff that was flipped.
This does have gameplay implications in both NiGHTS and regular gameplay. Notably you won't feel like you're locked into up/down left/right when you want to turn, but this can make running perfectly straight a little bit more tricky.
cam_turnmultiplier and cam2_turnmultiplier.
"Camera Speed" has been renamed to "Camera Spacial Speed" in the menu. "Camera
Turning Speed" is now an option.
That is to say, MV_PERFECT can be applied in singleplayer, but that doesn't update your best rings on the map in record attack, so the thing being yellow doesn't make sense if your rings are (none). Therefore, make it a two-flag, two-bit process.
* Prevent an infinite quantity of Emeralds being spawned when P_GiveEmerald is called while a MP Special Stage is in session (resolves#347).
* Fix FuriousFox's ridiculous timer on special stage spawn (mentioned in the comments of the previous issue) by correctly marking spectator players in special stages as finished, and preventing the underflow.
* Move the visitation flags, Record Attack/NiGHTS Attack data, and emblem checking to outside of Y_StartIntermission.
* Y_CleanupScreenBuffer never got called for maps which skip the intermission, leading to a small memory leak; this is now fixed by moving it to G_AfterIntermission.
* Y_FollowIntermission was just G_AfterIntermission with modeattacking specific behaviour, but this is desired for all places where G_AfterIntermission is called, so just merge this into G_AfterIntermission.
Notably, these changes are necessary because there are now three maps in the main SP campaign which do not end with traditional intermissions. As a result, this fixes an issue where Black Core's tracks are not available in the Sound Test (due to MV_BEATEN never being applied).
Also, since I was here: Remove "gotperfect" from recorddata_t. This is a duplicate of `mapvisited[gamemap-1] & MV_PERFECT` which uses more memory. I have kept the new spacing in the gamedata for compatibility with RC1 savedatas, but moved it across to the original method everywhere else.
* Moved levelname parsing to before where uppercase conversion occurs.
* Extended titlecard font range.
* Replaced misc. "ZONE" strings with "Zone" for titlecard purposes.
* Don't convert to uppercase when rendering the titlecard name.
Signed-off-by: Nev3r <apophycens@gmail.com>
* Disable lives when Metal recording (and have a big flashing REC instead, because I'm a riot).
* Correct some minor directionchar issues (some introduced in this branch, some not).
* Add an alternate DEMOMARKER for ending the Metal Recording on death, which kills the Metal object as well.
* Add some more relevant exceptions to the "most objects are removed when touching a deathpit" thing, primarily for the sake of ghosts and Metal playback.
* Add height changes to demos and Metal playback (to properly place thok aura relative to object).
* Fix followmobj recordings in reverse gravity (done via more strenuous flag setting + info height serialisation).
* Make RA ghosts fade in from start tic, and go colorized on their final one.
* Fix thok auras potentially doing bad things if they're set to MT_NULL.
* Add sprite change support to Metal playback.
* Re-enable some stuff I previously disabled for Metal recording/playback.
* Make ALL objects spawned with skins properly acknowledge that their spawnstate's frame is a sprite2, rather than just specific objects.
* Fix placement of Metal Sonic fume in reverse gravity.
* Since not backwards compatible with the previous test build, increment DEMOVERSION again. (Don't worry, we've got like 65524 more versions allowed before we run out of possible DEMOVERSIONs...)
* Make the skin to record with Metal rather than Flesh Sonic. (Allowed even if not unlocked!)
* Make the object that plays back the recording actually use the Metal skin, rather than just a seperate spriteset. (The boss will still need the spriteset, though.)
* Actively record the player's sprite2, frame, and followmobj, just like regular ghosts do.
* Disable dashmode while recording, for a fairer race.
* Fix a probably long-standing bug where, while recording, being "hurt" would get Metal stuck in pain frames until they physically left the area of hurt.
* Always start Metal recording in wait frames for bonus taunting.
Other relevant changes:
* Increment DEMOVERSION *again*.
* Improve the Record Attack ghost followmobj recording to accomodate Metal's jet.
* Increase the datatype width of spritenum_t read/write for Record Attack ghosts because SUGOI 4: Back With A Revengance will probably also use more than 255 sprites alone.
* Return to standing frames (or prolong them if you're in them, rather than going to wait frames) if the player rotates on the spot with enough force.
* This was specifically done *for* Metal recording, but I decided it looked good enough to enable all the time.
Music pausing is now optional.
Sounds may be paused--on by default.
The game itself being paused in off-line mode is now optional.
(showfocuslost now loads from config.)
* Show emblem requirement on record attack menu
* Use bigger emblems on the menu.
* Display your best number of collected rings in yellow if reached perfect bonus.
* Adjusted XTRA frames (again)
* Update the function signature of P_MixUp to accomodate both it and drawangle instead of doing it outside of the function.
* If the player is spawning from the start of the stage and it's from the ceiling, be in fall frames as requested (resolves#191).
* Don't allow the stage to be reloaded in G_DoReborn.
* If you do ANY spawn after the very beginning moment, you're forced to be a spectator.
* Have the "%d player%s remaining" Co-op exiting count visible at the same time as spectator controls.
* Genesis-style love and attention to the death event.
* Only visibly decrement lives/rings when you're respawning (or game over, see below).
* Faster no-button-press respawn.
* Game Over specific love.
* Animation of Level Title font coming in from the sides.
* https://cdn.discordapp.com/attachments/428262628893261828/617692325438554132/srb20067.gif
* Change gameovertics to 10 seconds instead of 15.
* Make the minimum time before you can force going to the Continue screen longer.
* Accomodate death in MP special stages as a form of exit.
* Don't have your rings or spheres reset when you die in a special stage, so that the stage isn't softlocked with the new harder limits.
* Fix a bug with CoopLives_OnChange where changing to infinite lives didn't force a game-overed player to respawn.
Also, two not-quite death things which nonetheless were relevant to change:
* Fix quitting a special stage having some of the shared spheres/rings disappear into the aether.
* Fix a warning during compilation for the Ring Penalty print.
* Array of 8 INT32's natively embedded into savedata (net and SP)!
* Initialised to zero whenever a new save (or equivalent) is started, otherwise untouched by the base game.
* Requires reservation to avoid clobber-conflicts.
* Access via `reserveLuabanks()` - returns a read-write userdata.
* Assign userdata to local variable or global rawset to use later.
Mostly for future SUGOIlikes, but I'm sure someone could figure out an unrelated usage eventually.