- Replacement for LF2_VISITNEEDED, which was itself a Kart-specific inversion of LF2_NOVISITNEEDED
- Prevents selection in time attack before you've beaten the level in another context (GP, or MP if applicable)
- Should be used for Sealed Stars (and Adventure Example) exclusively IMO, but usable for others too
Related adjustments:
- Allow a map to have a `TypeOfLevel` of 0 without error
- Change the Condition String for UC_MAPVISITED to "Finish a round on X" (previously "Beat X")
- GTR_ROLLINGSTART
* Initial instathrust, as before
* Forced MAXPLMOVE forward
* Disable finish line beam
* "Super transformation" sound
- Reference to the previous entry in the series' Perfect Startboost mechanic
- GTR_SPECIALSTART
* Instant white fade
* No titlecard (overridden by Boss intro)
* Starting warp sound
- Match slidein time with no traditional titlecard to the end of the playsim intro fade
- Remove G_IsSpecialStage
- Now you select based on whether you want to rank by
- Time always (Race, Special)
- Score always (might be useful for custom gametypes..?)
- Time in 1P, Score otherwise (Battle, Versus)
- No longer has gametype-specific text colours on the intermission
- Also cleans up a case where invalid music could play for winning a custom gametype without GTR_CIRCUIT *or* GTR_BUMPERS
- UFO spawns at first waypoint for TOL_SPECIAL maps
- UFO moves up the waypoints, the speed varying based on your position relative to it and your own speed.
- You are able to tether off of the UFO.
- Bugfix: PathfindThruCircuit no longer fails when reaching a one-ended waypoint.
Damage is my next project but I wanted to get this committed for now.
- New `flags` field
- Permits coexistence of var and flags
- `notMedal` boolean is now `GE_NOTMEDAL`
- New `GE_TIMED` flag
- Disappears `var` tics after `starttime`
- Improved M_GetConditionString handling for specific Emblem grabs
- More explicit error handling for invalid Emblem
- Randomize banana angles when thrown
- Spin bananas when mid-air
- Add MF_SLOPE flag to control whenever or not pitch/roll are set for an object (replaces MF_BOXICON)
- Use `SpeedPad` to set the strength. Intended to be scaled like Trick Panels, so 1 for yellow, 2 for red, so on. Can use floating point.
- Use `SpeedPadAngle` to rotate the thrust direction. This is in the same system as map angles, so east is 0, north is 90, west is 180, and south is 270. Also accepts floating point.
- Speed Pad angle accounts for the flat alignment itself, as well.
- Like Sneaker and Trick Panels, the sector / line special are now deprecated.