All the code from k_respawn.c has been nuked. The gameplay of respawning works but it doesn't currently drop the player in the right spot for both legacy and new waypoints
- Lv.1 has a significanty lower minimum top speed (from 75% -> 50%)
- Lv.MAX has a significantly higher minimum top speed (from 112.5% -> 125%)
- Every bot level has a slightly lower maximum top speed (Lv.1: 100% -> 80%, Lv.MAX: 220% -> 200%)
- Uses easing functions now to make the distance rubberbanding applies to, and the rubberbanding curves, much more customizable.
- Their waypoint radius gets thinner quicker
- Waypoint distance is scaled with each ones' floor slope, instead of done once at the end of the prediction.
- Prediction is pulled back further when it goes through a wall
- Prediction starts earlier and goes less far
- Bots will brake at shallower angles (allows them to brake-turn more often)
- K_AddDodgeObject and K_AddAttackObject now adjust based on the radius of the object
- Fixed K_AddDodgeObject adding to the goto objects instead of avoid objects
- Optimized blockmap search size for K_FindObjectsForNudging
- Current waypoint is no longer cleared each frame
This doesn't need to be in a bunch of rendering code, simply only run it in TryRunTics.
Worst case scenario: if this sucks then it means dedicated servers have also sucked the whole time and we should come up with a new solution to fix both of them.
More likely scenario: nothing changes and we now aren't doing networking inside of the renderer.
Fire with smaller threshold, and forcefully when banana-drag goes into effect. Fixes them holding it for absolutely way too long and making their gameplay worse.