Thinkers and most collision.
- 4 Super Flickys deploy from above the owner player, in
a radius.
- Radius shrinks as Flickys descend.
- Flickys orbit their owner until coming within range of
another player.
- The entire group of Flickys attack another player at
once, with some delay between each.
- Flickys accelerate toward their target, constantly
building speed.
- When a Flicky is both within a short radius of its
target and the angle of momentum is narrowed toward the
target, the Flicky will sharply accelerate to impale the
target.
- When a Flicky is both outside of a long radius of its
target and the angle of momentum is facing away from the
target, the Flicky's momentum will be drastically cut in
order to make it easier for the Flicky to turn around.
- After one of the Flickys in the group hits its target,
all but one of the group is free to hunt a different
target.
- A new target is chosen from a radius around the current
target.
- Flickys can only target players who are not respawning
and who have not already been attacked by another
Flicky.
- Super Flickys can be blocked by a Guard. The Super
Flicky shall have all its momentum reflected (strong
knockback).
- Super Flickys can be insta-whipped. This shall have the
same effect as a Guard, with the additional effect of
knocking the 'Super' out of the Super Flicky.
- Non-Super Flickys are knocked back with gravity. After
bouncing off the ground once, it regains flight and will
continue to chase its target. However, it cannot damage
the target. After 5 seconds, the Flicky regains Super
state.
- The Flicky power-up is on a timer. After the timer
expires, Flickys lose Super state and ascend back into
the air (reverse of their initial descent).
- If the Super Flicky is not orbiting its target when it
ascends, it retains all horizontal momentum during the
ascent, 'flying off into the distance'.
- SendNameAndColor was completely out of order for some reason
- SendNameAndColor was sending cvar value instead of the send value. The value for sending. The value chosen specifically for sending, the send value.
- Color_OnChange was just broken in the SKINCOLOR_NONE case
Also makes gamedata save/load a little more forward compatible longterm by making a UINT32 bitfield for various once-event flags, with increased minor version
- Handle removing GP Backups when any game end sequence is started, not just the Podium (in case no Podium exists)
- Guarantee removal in M_StartCup out-of-entries failure state
- Add music to Perfect evaluation
- Thank you darling Tyron 😭
- Different evaluation durations
- 18 seconds for Perfect evaluation
- Extended because the music is too good
- 14 seconds for all other evaluation types
- Extended so it's not almost half the length of the perfect one
- Timed so the Seal can glow 5 times (instead of 3)
Replaces the previously uncommited recompilation-based hacks the author of this commit was using to test the previous ones on this branch
- 1 is Nothing
- 2 is Chaos Emerald
- 3 is Super Emerald
- 4 is Perfect
- 5, 6, 7, etc currently repeat
- Four evaluation modes.
- Perfect
- Currently no visual implementation
- All others have a cool set of visuals
- Multi-stage animation of a glowing threat and a Star that's Sealed
- If they're relevant, show the gems you HAVEN'T grabbed
- Three modes here
- No gems
- For Easy mode, asks you to brave a higher difficulty
- Chaos Emeralds
- Not all 7 chaos emeralds? Push your rank harder!
- Super Emeralds
- Not all 7 super emeralds? Further challenge awaits!
- `useBlackRock` to make evaluation context less specific for custom material is replaced with `useSeal` option
- M_CheckCupEmeralds(difficulty)
- Returns the Emeralds you have for that difficulty
- Obviously returns 0 for Easy
- Makes the method of checking collected Emeralds for cup contexts significantly easier
Hilariously broken due to the evaulation gamestate, but the first piece of the puzzle: gets the player into the Credits gamestate after the conclusion of a Podium, if the GP context's cup has this boolean set.
We're unlikely to utilise this, but permits creators of custom user-created cups to flex their own style without fighting to replace the default Podium.
- gametype has GTR_POWERSTONES and any one player has all 7 emeralds
- gametyperules & GTR_SPECIALSTART and any one player isn't losing
- GP after completing a GPEVENT_SPECIAL and any one player isn't losing
- Catches custom gametypes in place of Sealed Star at the end of a GP
- Now actually from the relevant GP difficulty's Cupgrid, instead of the top-level Play choice
- Permits a much cleaner M_StartCup, combining two of the previously four copypasted, slightly modified level startup regions (which could be further combined for sanity's sake, but would take a LITTLE more work right now than I have in me)
- Shows a funny exclamation mark from Sonic Rush on the relevant cup on the grid
- Selected by default when loading the menu, if appropriate
The author of this commit ran into an issue while testing previous changes where a Menu Message had MM_NOTHING but a Yes and No string, leading to misleading appearances. This prevents that footgun from happening again.
- Re-saved every time you lose a life, to prevent scumming
- Force-deletion of your backup has changed
- Don't when saying NO to the GP Backup load prompt
- Don't when returning to titlescreen under non-DEVELOP
- DO when starting a new Grand Prix session of any cup
- Permits the use of the existing K_HandleMenuMessage MM_YESNO system, instead of the faked previous implementation
- Removes the "cl_requestmode" hack
- The only area of the game that fakes handling Menu Messages is the title screen, now, due to the lack of guarantees for menu inputs.
- *Also* permits Screenshots and video/lossless Recordings to be started/ended on this menu.