Now if a Shrinker projectile hits a shrinkable actor, that actor will always get shrunk. On the original game that could fail since the shrinking is triggered by a very small radius area of effect that is spawned when the projectile hits something, and sometimes even the actor that was successfully hit by it could be outside of its radius. This can be disabled (to match DOS behavior) at the menu
Netplay Options > NetFlags > [DOS] Bad Shrinker Hit Detection
Now if you kill a player using the expander and the explosion kills another player, the score goes to the player who shot the expander, not the player who exploded. This can be disabled (to match DOS behavior) at the menu
Netplay Options > NetFlags > [DOS] Bad Expander Radius Owner
(a) When performing an firing animation cancel, switching from a weapon back to slot 7 (shrinker/expander) will no longer always switch to the shrinker. Now it may also switch to the expander, if that was the last weapon used of its slot;
(b) When running out of ammo, when going for the automatic weapon switch the game will priorize the alt-weapon if that was the lastly used weapon of its slot;
It was also fixed:
(c) Invonluntary weapon switches due to having another weapon key being pressed during the end of the firing animation, like it was in DOS (e.g fire with the Shotgun, wait for the middle of the firing animation (doing it sooner will result in a fire animation cancel for a fast weapon switch, and that won't trigger the bug), then press the RPG key and keep it held until the firing animation ends. Now, fire again with the Shotgun: after firing, the game will perform an involuntary fast switch into the RPG - what happens is that, due to a bug, thee game kept the RPG key stored, and will use it for the animation cancel, since that's not cleared);
(d) Buggy empty auto switch when performing the previous bug (c) if the stored weapon is also the current weapon and that weapon has only 1 ammo left, like it was in DOS (e.g. first, get an RPG and spend its ammo until it has only 1 shot left. Now, fire with a Shotgun and "store" the RPG wepaon switch "stored" (like explained on the case (c)), but do not fire with the Shotgun again, instead, press the RPG key yourself to switch weapons and only press the fire key - the game will fire the last RPG rocket and will try to do the same invonluntary switch as the previous bug, but that will fail since the weapon it's trying to switch to has no ammo - leaving the game without knowing what to do, resulting in the player getting stuck with the RPG and unable to fire);
(e) Buggy empty auto switch after stomping a shrunk player (e.g. if shooting twice from point-blank (without releasing fire) with a Shrinker with exactly 2 ammo, after the stomp the player will be stuck with a non-flashing Shrinker and will be unable to fire).
(f) Next/Prev weapon commands now work properly while holding the pipebomb remote.
(g) Canceling fire into Next Weapon no longer always attempts to switch to the Expander, and Prev Weapon no longer does nothing.
(h) If the player has no ammo for any weapon, Next Weapon now correctly does nothing.
These can be disabled (to match DOS behavior) at the menu
Fixed a bug where the player would respawn shrunk in some situations. Also fixed another bug where the player could get shrinked again right after growing back. This can be disabled to match the original DOS behavior at the menu
Netplay Options > NetFlags > [DOS] Invalid Shrink States
A player will no longer respawn already drowning if player was drowning when he last died. This can be disabled to match the original DOS behavior at the menu
Netplay Options > NetFlags > [DOS] Can Respawn Drowning
Fixed a bug where the crane would pick the closest player when the grabbed player dies. This can be disabled to match the original DOS behavior at the menu
Netplay Options > NetFlags > [DOS] Dead player swaping bugs
Fixed a bug that happened after a Player is eaten up by a Greenslime, the slime would instantly warp to the nearest player and would immediately start eating him up. This can be disabled to match the original DOS behavior at the menu
Netplay Options > NetFlags > [DOS] Dead player swaping bugs
Now you will be able to kill yourself even if friendly fire is disabled (both in coop and team based modes). This can be disabled (to match DOS behavior) at the menu
Netplay Options > NetFlags > [DOS] No Suicide If FFire Is Off
(a) Everyone would start the next map with P1's health points;
(b) When passing to the next map while holding a weapon with no ammo, the player start holding that weapon and the game will NOT switch automatically to another weapon with ammo;
These can be restored to match the original DOS behavior at the menu
Netplay Options > NetFlags > [DOS] ORIGINAL MAP START BEHAVIORS
If there are not enough spawn points in a map for all players, the game will reuse the current available spawn points, including the player one spawn point (the arrow).
Fixed a bug that happenned on the first spawning if the spawn point's X/Y position is shared between 2 sectors (i.e. SOS), then the player may spawn on the wrong sector instead of spawning on the sector the APLAYER sprite is placed (e.g. E2L11 - Lunatic Fringe(P3, P4, P5, P6), E4L9 - Derelitic(P5, P6), h-32.map(P3)). This behavior can be restored to match the original DOS behavior at the menu
Netplay Options > NetFlags > [DOS] ORIGINAL MAP START BEHAVIORS
Fixed a bug where the game would default to P1's global palette (e.g. underwater palette) when performing screen flashes (e.g. when picking up an item) when displaying other player's screen when watching demos OR when peeking and ally's screen.
Fixed various visual bugs regarding the display of steroids trail.1. Trail sprites won't change to current player sprite anymore.2. Trail sprite flip will be correctly flipped when player is facing the right direction.3. Trail shade will not change to the current player shade anymore.4. Trail palette will not ignore sector palette anymore.5. Trail sprites will not get mirrored outside of mirrors when near a sector that contains a mirror.6. Trail sprites will be displayed correctly inside of mirrors.
Now the check to not display the crosshair on screen due to watching a camera will check if the proper player is on the camera or not, instead of seeing for the local player (relevant when using the Spy Cam function).
Auto aimed RPGs will not detonate when inside the 256 units radius of the X/Y coordinates (Z axis was ignored) of its auto aim target. This behavior would result on the RPGs detonating without touching anything, and to make things worse, the RPG projectiles splash damage would still originate at the targeted actors coordinates! Now, this early detonation check was totally removed.As seen in the following video:https://www.youtube.com/watch?v=EckqF0g9xXoThis fix can be disabled via the netflag
Netplay Options > NetFlags > [DOS] BAD HIT DETECTION ON AUTO AIMED RPGS
.If the fix is disabled and a bugged kill happens, a new obituary icon will be displayed: