Screenshot slots fix
Fix for this bug: https://mb.srb2.org/showthread.php?t=42508
The game should now print an error saying all 10000 slots have been used up. It was already there funnily enough, just someone goofed up in the code for finding the next screenshot name to use.
See merge request !170
Lets modders set how the game should be saved. Likely useless for
vanilla, but helpful for other mods. This was spawned out of selfishness
for SUGOI to make it only save at the hub, but mods like Boss Mayhem,
which has a hidden map and an act 3 (without any other acts) in the
normal SP campaign, and other mods where the default is detrimental
would benefit as well.
0 for default, 1 for always, 2 for never (no constants because bonustype
doesn't have them either). Won't save if the game is modified, if using
a no-save slot, if playing ultimate mode, or if in a special stage, even
if savemode is set to always.
Level completion emblems
Simple port of something I made for a 2.1 exe mod that Mystic mentioned needed doing on the 2.2 Priorities topic (http://mb.srb2.org/showpost.php?p=790613&postcount=4). Adds emblem type "map", which gives you an emblem upon beating the map it's for.
Var sets specific condition flags on top of normal completion; 1 or ME_ALLEMERALDS for all Chaos Emeralds, 2 or ME_ULTIMATE for Ultimate mode, and 4 or ME_PERFECT for Perfect Bonus. These can be combined with each other, but they do not all need to be done in one shot; an Ultimate + Perfect emblem isn't impossible as they can be done in separate runs. (This can easily be toned back down to a single choice/removed entirely if requested; these were added simply because it was easy to implement for modders.)
Criticism on the way it's coded and/or how it is implemented is highly encouraged. Test wad is <root>/TehRealSalt/levelemblems.wad, pre-compiled exe is <root>/TehRealSalt/levelemblems.exe.
See merge request !74
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)
* Fixed bug with the magnet shield homing attack and charability homing attack not properly updating the player's target/tracer.
* Made flashing of lockon/got flag icons slower.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
Simple port of something I made for a 2.1 exe mod that Mystic mentioned
needed doing on the 2.2 Priorities topic
(http://mb.srb2.org/showpost.php?p=790613&postcount=4). Adds emblem type
"map", which gives you an emblem upon beating the map it's for. Var sets
more specific conditions; 1 for all emeralds completion, 2 for Ultimate
mode completion, 3 for Perfect Bonus completion. (These can be easily
removed if requested; these were added simply because it was easy to
implement for modders.)
Criticism on the way it's coded and/or how it is implemented is highly
encouraged. Test wad is <root>/TehRealSalt/levelemblems.wad,
pre-compiled exe is <root>/TehRealSalt/levelemblems.exe.
* Swapped usage of player->spinitem to player->revitem for bullet type selection, since spinitem is used coming out of zoom tubes (which are universal).
* Switched the optional boolean for "bullet" in the Lua wrapper for P_LookForEnemies to be false by default.
* Allowed CA2_GUNSLINGER users to target Detons.
* Cleaned up some code here and there.
* CA2_MELEE/CA_TWINSPIN combination abilities (ground hit, somersalt) disabled.
* Enabled movement controls whilst using CA2_MELEE in the air.
* CA2_GUNSLINGER no longer requires charging. In exchange, it involves a cooldown in which you can't move.
* CA2_GUNSLINGER lock-on distance improved, and aiming allowance reduced to compensate.
* Lots of cleanup/gravflip allowances for homing/targeting code.
* Unrelated: Flickies now properly face the direction they're supposed to when getting knocked out of the egg capsule.
* Unrelated: Thok trail fades like spindash trail now.
* Unrelated: Using CA_HOMINGATTACK when nowhere near an enemy uncurls you.