Uses object MT_WAYPOINT, mapthing type 2001
Placing one by itself will always place it on the floor or ceiling (depending on object flip)
Placing one alongside another that uses Object Special will make the original use the z height of the 2nd
Angle will be used to determine the waypoint's ID
Z Height (threshold on mobjs) will be used to determine the ID of the previous waypoint
Waypoints with the Ambush Flag will be unable to be respawned at (reactiontime on mobjs internally)
- Bomb overlay is invisible during comeback timer, and flickers back in
when it's almost up
- Show comeback timer on HUD
- Feather is stronger & has more gravity
- Option to use SMK star alarm instead of overlapping music
- Using P_MobjDamage normally on players now defaults to normal spinout
instead of shell's instant stop
- Some general gametype case fixes (most notably, being able to spin
people out in Race using a mushroom)
"Missile" items are spawned on the ground and should follow slopes when the player is on the ground
Forwards thrown items should work in reverse gravity
Dropped items are dropped slightly closer (depends on player and item radius) and have their position set correctly
Held items are held closer (depends on player and item radius)
- Comeback timer gets higher the more you get hit
- Your ghost appears over the bomb
- Speed & accel is set to worst while a bomb
- CHECK range scales with kartcc
- Player arrows now show if a player is in the item roulette
- Boo has been improved, and added back to Battle's item roulette
- The CHECK HUD item is now more accurate, and should appear more often
- Early comeback mechanic. Functional, but really unpolished
- Attempted (again) to make the first player to join in a netgame spawn
with balloons
- No longer shows respawn text on death
* Make the NiGHTS link text pulse, like in the original game!
* Fix going from NiGHTS special stage as Smiles to a normal level losing your followitem.
Added extra boolean for P_SlideMove forceslide, since kart's walls are almost all bouncy slidemove will almost always bounce things instead, even if we don't want it to.
- Different sizes for the balloons, depending on how many you have
- Balloons are fullbright, cast shadows, and stick closer to players
- Mega Mushrooms can now appear
- Can steal items with Boo in Battle Mode now, as intended
- Death pits make you lose only 1 balloon
- Balloons disappear properly if you use Boo
- Boo item icon should no longer appear if you're out of balloons
- You can now properly respawn in Battle Mode
- Can no longer collide with items if you are already holding one
When they get close their top speed starts to decrease to the player's current speed.
Movement direction ends up being adjusted in A_RedShellChase where it Thrusts towards the player at its acceleration speed.
To-Do:
- fix demo desync (desync is only super noticeable on slopes, but a
message pops up when the player starts moving regardless)
- fix ghosts not appearing
- replace that dumb level tally
- remove a bunch of things that made the assumption that race & record
attack would never mix (ex: "next map x doesn't support race mode, using
map y anyway" message)