It was technically possible for custom clients to spoil future rounds of a tournament queued while they are connected to a server.
Making it a PT direct packet to the servernode both solves this problem AND reduces irrelevant NetXCmd traffic for clients.
- Death-based damage types (DMG_DEATHMASK) only accept "should damage" responses from the ShouldDamage hook
- SRB2K never had a "damage value" system for spinouts, squishes, and explosions to begin with
- In Lua compatibility mode, death-based damage types force the damage value to be 10000 when a player is being killed
- Can be used to clear all entries in the round queue
- Stores the special state in the gametype field
- Returns a message if the queue is already empty
- Full valid format: queuemap [name/num] -gametype [name] -encore -force
- Server is fully authoriative about the order of maps in the round-queue
- Server sends XD_MAPQUEUE (which contains gametype, encore, and ordering)
- Admin clients have to send XD_REQMAPQUEUE (which contains gametype, encore, and mapnum)
- Servers spit out a processed XD_MAPQUEUE on reciept
- Done this way just in case an XD_MAPQUEUE is not recieved and has to be resent, guarantees ordering
- Will create a UI for this post-launch, this is primarily for testing but may be useful for user-ran tournaments
* Remove the "pivot offset difference" system; this
really only ever becomes a concern for pre-scaled affines,
and caused janky visuals (especially for flipovers)
* Make OGL offsetting actually respect horizontal flips
instead of a direct homing attack (prone to very strange velocity changing), now is a boost that gets stronger if you're driving in the direction of your target
this boost shouldn't bypass offroad
todo:
hi-power mode should deal damage on contact
new targeting logic that has a LoS check
slight aim assist?
expose to cvars