I'm not sure if this happens in practice in the port itself, but with a bit of temporary hackery one can force certain players to be absent.
This handles that case cleanly.
The easiest-to-test effect of this is that counter-op players will no longer attempt to auto-aim against one another (p2 vs any other).
Maps where this was necessary: Villa, Chicago, Rescue, Air Base, Air Force One
(Other maps stick to the default of `TEAM_ENEMY`, and so this doesn't really affect it.)
Here's some things that will be needed off the top of my head:
- Handling the half-screen-width case for the pause menus
- Changing the player select menu to select the not-counter-op player instead, then extending that to 4 players
- Thorough testing of each level for any weird counter-op-specific features
Behaviour should be mostly the same but there are some OoB accesses in the menu code where I've had to assume things.
Tests for each OoB case:
- Accessing of layer -1: Select a game file in the "Choose Your Reality" screen.
- Accessing of menu for the 5th player: Die in a mission.