Changing from COMD_UpRight to COMD_Up now makes you go upwards instead of continuing in the diagonal direction.
This does not seem to break anything, although the C4Command.cpp code is hard to verify due to lacking comments. If this is broken I will fix it. In any case no one is using it anyways.
Before, the marker would be reset in every frame, but object markers and main counter weren't reset consistently at the same time. This could cause some objects to be not found if their markers were set after the object marker reset but before the main marker counter reset.
Rotation was still stored as an integer and as a fixed point number.
Compute the integer on demand from the fixed point instead, like the
position. Rewrite the movement code where the two variables were
temporarily out of sync.
Components and vertices of definitions are often changed for balancing reasons (e.g. trees giving more wood) or because of updated graphics. This saves us from having to update all Game.txt for such changes files in the future.
Not resetting t_attach leads to strange behavior in liquids since detaching from
the landscape usually happens via the Jump action which generally reverts to its
InLiquidAction before t_attach gets reset. By removing the shortcut return after
entering the InLiquidAction, we make sure t_attach gets reset correctly (as well
as immediately executing the correct action instead of doing so after a delay of
one frame).
For example, the solidmask removal is done in
UpdateFace, and might have been needed in Clonk 4 or Clonk Planet, but the
current solidmask code is fine with the call from there.
The precise rule is that only CNAT_Bottom vertices connect to the
landscape and connect at the bottom, too. It doesn't quite fit with
the other procedure-transitions because the movement code doesn't
consider the bottom vertex to touch the landscape in that situation,
but this is probably less weird than the old cornerscale teleportation.
Also don't transition from FLIGHT to Scale when the ComDir points
away from the wall. That tended to stop the Clonk in its tracks on
uneven ground.
Instead of teleporting from sticking with the left/rightmost vertex to the
want to standing on the lowest one at the same position, the Clonk can now
climb using the lowest vertex alone. That means the teleport only needs to
cover only one pixel each in x and y direction to go from sticking to the
side of the landscape pixel to sticking on top of the same pixel.
Also remove some unnecessary x/ydir resets and make comdir in the direction
of the wall the Clonk is scaling keep the up/down direction instead of only
going up.
Scenarios that want to override the default behaviour of BlastObject should
overload the BlastObject function itself. Objects can simply use the Damage
callback and/or set BlastIncinerate to nil.