If player is in one of these states:
- Invincibility
- Grow (K_IsBigger)
- Flame Shield dash
- Over 200% speed
And the other object:
- Does not have MF_DONTPUNT
Then, touching a solid object:
- Punts the object, unless the object has MF_ELEMENTAL
- Fizzles the object, if the object has MF_ELEMENTAL
Or, when an object damages the player:
- That object is punted, unless it has MF_ELEMENTAL
- The object fizzles, if it has MF_ELEMENTAL
Punting means:
- A copy of the object is made
- Both the player and copy receive 5 tics of hitlag
- The copy is thrust away from the player at a minimum of
60 FU, or 2x either the player's or object's momentum,
whichever is ultimately greater
- The copy despawns after 2 seconds
- The copy flickers constantly, while thrust away
Fizzling means:
- The object disappears completely
- A puff of smoke is spawned in place of the object
- No hitlag is applied to the player
Both punting and fizzling:
- Hide the original object (intangible and invisible)
- The original object reppears after 30 seconds
- For 2 seconds before reappearing, the object flickers
back in, but is still intangible
Also makes PF_ELIMINATED work in non-bumpers gametypes... it wasn't gametyperule-dependent previously so Elimination could use it one day, and it doesn't break Sealed Stars to do it this way
- Exist for 1.5 seconds before disappearing
- Flickers away in the last half second
- Twice as many spawned, at half the size
- Different arc
- Severely reduced gravity
- Don't jump if they hypothetically touch the floor
- Selected from the mapheader's Audience list
- Since most Prison Break maps don't have Audience lists set, you'll be seeing a lot of Flicky/Motobuddy/Chao for now
- Yes, these will disappear in deathpits like in Sky Chase
- Intentionally did not do this for the CD Special Stage UFO
- Custom Mace system
- Change the OTHER MF2_ that MT_RANDOMITEM uses to also not conflict with the sound-creating property
- Support being counted for the P_RespawnBattleBoxes system
- If there's only one Random Item on the course, have an extra delay before its respawn is forced
- More prevention of S_RINGBOX1 set in GTR_SPHERES
- Fix potential state issue for Ring Box conversion