* 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.
Endgame code refactor
This is mostly just some code cleanup and moving about:
* `Y_EndGame` was moved from from y_inter.c/h to g_game.c/h, and renamed to `G_EndGame`. Frankly the old place that function lived didn't make sense, since it has nothing to do with tally screens directly.
* Most of `Y_FollowIntermission`'s code was removed, because `G_AfterIntermission` does it all already.
* And lastly, `G_ExitLevel` uses `HU_ClearCEcho()` instead of `HU_CEcho("")` to clear CEchos from the screen.
The only visible changes in-game from the above should be just that log.txt stops adding empty new lines when you complete a level, and CEchos will always be cleared after tally screens when a level goes to credits/evaluation next.
See merge request !98
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
Nojumpspin fix
MI can attest to this being a problem that's now solved.
To test, check out root/!LatestSRB2Files/srb2win_branch_jumpfixes.exe and root/MonsterIestyn/robohood.wad.
See merge request !95
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
<Alam_Squeeze> p_floor.c:2932: warning: 'widthfactor' might be used uninitialized in this function
<Alam_Squeeze> p_floor.c:2932: warning: 'heightfactor' might be used uninitialized in this function
<Alam_Squeeze> m_menu.c:1907: error: initializer element is not constant
<Alam_Squeeze> m_menu.c:1907: error: (near initialization for `OP_ScreenshotOptionsDef.drawroutine')
<Alam_Squeeze> m_menu.c:9353: warning: 'M_DrawScreenshotMenu' defined but not used
<Alam_Squeeze> Makefile:770: recipe for target '../objs/Mingw/Debug/m_menu.o' failed
<Alam_Squeeze> make: *** [../objs/Mingw/Debug/m_menu.o] Error 1
Level specials setup stuff
Some changes to level setup, largely inconsequential for gameplay but maybe helpful for Lua scripting:
* gravity, weather, and some other internal variables are set to their defaults before loading things, so their values from a previous level don't affect mobj spawning potentially
* Tag lists are also initialised before loading things, so that tag-based search functions (such as P_FindSpecialLineFromTag) can be used internally for the maces and particle generator. This should probably extend to Lua as well
* the level header "forcecharacter" no longer recognises "255" as "None" anymore. This is because it no longer takes skin numbers (as of whenever that change was added... version 2.0?), and level headers are auto-cleared when edited anyway.
See merge request !88
obj folders fix
Partial backtrack of changes I made in !174. Apparently removing all the `.gitignore` files from `/objs`'s subfolders removed the only reason Git was keeping the folders alive (Git doesn't care about empty folders as it turns out). So now they have `.gitignore`s again, with a warning in each not to remove them.
See merge request !177