- The "cloud" is stationary and spawned on the item box
instead of the player. Still scales up with speed.
- Single particles are spawned behind the player. No
longer scales. Lasts longer but can end early if the
player slows down.
Old code was shit so I removed it (4d67cc632). Turns out
none of that bullshit actually mattered to make this box
respawn and it just needs to go to an invisible state!
Makes use of some nifty flickering code (that was already
there but effectively disabled) shortly before it actually
respawns.
Debris flies forward and outward from the player in the
direction of momentum. Debris particles bounce once then
disappear when they hit the ground for the second time.
Clouds spawn on and trail behind the player for a short
duration.
An optimized error check was put into P_BlockThingsIterator for tmthing, but this meant that anything that was not using or even setting this variable (the supermajority of them) would exit after finding 1 thing in each block.
To keep this error check & keep it optimized, the PIT_ functions were expanded to three options instead of two: BMIT_CONTINUE lets the search continue. If used as the last mobj, it will return true when the iterator finishes. BMIT_ABORT ends the search and forces the iterator to return false.
BMIT_STOP ends the search and forces the iterator to return true.
- Rename to Lightning Shield (it keeps fucking me up when I want to kartgiveitem it to myself)
- Fix inflictors causing damage being considered damage hitlag. Fixes the player using Lightning Shield being in damage hitlag state (most notable in the DI branch because hurting someone with it lets you DI afterwards, which also fucks with your turning)
- Rewrote attack function to use custom blockmap search instead of P_NukeEnemies.
- It can no longer attack below you, only above & around you.
- Increased the attack radius, so that it actually lines up with the sprites...
- Fixed extremely inconsistent ring blockmap search by moving it to playerafterthink (don't ask me why)
- Rings get joulsted by Lightning Shield when you pass by them without
- Added MAXRADIUS to the blockmap checks for lightning shield & mines, to reduce blockmap inconsistencies
- You flash white while in invincibility
- Invincibility is not rainbow UNTIL you go above the initial timer.
- Increased visibility of the shield effect around invincible players.
- Invincibility sparkles have trailing afterimages.
- Disabled invincibility speed lines; they now use the normal speedlines but grey/rainbow. (The code/sprites will be used for something later.)
- Using invincibility adds time, instead of setting it.
- Player hitbox is finally bigger, to actually match the shadow size.
Specifically, they turn invisible on tic 0, then make a decision about whether to replace themselves with MT_PAPERITEMSPOT or simply become visible (with an explosion puff, same as how they respawn) when starttime is reached.
This delay also applies to Race, which I think is a good thing, considering Item Capsules already are not collectable during POSITION, but I can change it if others disagree.
They look like random item boxes (the ones in Race) but
have a blue sphere inside of them. One box is worth 10
blue spheres. More boxes spawn during Overtime.
New sprite: SBOX