* made all bools u8 for consistency with fixCollisionBugs
* preview blue coins + visible secrets
* preserve indexing
* star number
* hud cap timer
* red coins radar + secrets radar
* extended pause display
* autogen
* only sDynosBuiltinFuncs is sensitive to indexing
* rebased
Removed (slightly) old coin and static ent removal system
Resynchronized respawners
Added packet for macro deletions
better than previous system since the entities don't need a sync id and we can synchronize deletion station across areas
allows the synchronization of odd entities like lines of coins
Added packet for spawn info deletions
Split packet_location_request into multiple files
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.
The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.
I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.
This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
Player life counters are separate.
When one player dies they lose a life and are turned into a bubble.
If the other player pops it, they are alive again.
If all players are bubbled, they get kicked out of the level.
If the bubbled player ran out of lives, they can not come back to life
until the level is over.
Whenever a level change happens, everyone's life count is set to a
minimum of two.
No game overs.
Took heavy inspiration from Kaze Emanuar
Created functions to trivially translate an ID to a Behavior and vice
versa. Sent ID over packets instead of Behavior pointer. This should
allow Linux and Windows to play together.