Added safety barriers for STAT_STATIC and STAT_TRAVELLING to avoid potential exploits. Properly clear all internal fields pointing towards non-read barriered data and always relink properly when finishing travelling. Moved ZScript callback to after travelling has finished for all Thinkers, that way everything is initialized correctly. Allow arbitrary thinkers (excluding native ones) to be added to the travelling list (for Actors, their positioning will need to be handled by modders). Ensure lights get re-enabled after travelling.
These shouldn't be left as they'll now point towards potentially invalid memory and also cause errors with serializing. Arrays and maps holding them are cleared. Also unlinks and relinks inventory items correctly from the hashmap on traveling.
Adds support for client-side Thinkers, Actors, and ACS scripts (ACS uses the existing CLIENTSIDE keyword). These will tick regardless of the network state allowing for localized client handling and are put in their own separate lists so they can't be accidentally accessed by server code. They currently aren't serialized since this would have no meaning for other clients in the game that would get saved. Other logic like the menu, console, HUD, and particles have also been moved to client-side ticking to prevent them from becoming locked up by poor network conditions. Additionally, screenshotting and the automap are now handled immediately instead of having to wait for any game tick to run first, making them free of net lag.
If there aren't enough player spawns present in co-op, the game will instead fail to spawn extra players, waiting for the ticker to automatically capture the fact they have PST_ENTER. This presents a problem in WorldLoaded() where it becomes unreliable whether or not a player has truly spawned. This also means those extra players had slightly different spawn behavior compared to regular pawns.
- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved.
- Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH.
Other changes:
- Restored global array since blockmap is not a viable option here.
- Added MAPINFO `pathing` flag which enables pathing by default.
- Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled.
- Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal.
- Nodes now make use of MeleeRange to limit their sight checking functions.
Instead of allocating everything on the heap as single blocks, use a value TArray and allocate the frame arrays from the texture manager's memory arena, since lifetime of the data is identical.
Most importantly this avoids using a variable size array at the end of the struct.
* change the license of the main file because there is no more id-based code here licensed under the GPL.
* moved VM interface definition out of the implementation.
* moved idmus CCMD out of implementation because it is dependent on Doom level definitions.
* moved s_music.cpp into the music folder with the rest of the music code.
For example, SW1SKULL and SW2SKULL switches are animated in TNT: Evilution
Their frames are defined in ANIMATED lump which is old BOOM binary format
Textures other than base were not cached because the corresponding switch definitions (in ANIMDEFS lump) have one frame only and BOOM style animations were not taken into account
https://forum.zdoom.org/viewtopic.php?t=66652