- Flung a little higher into the air
- Takes momentum of whatever killed the player
- Bounces off walls
- Bounces off the floor once
- After bouncing off the floor once, corpse noclips
through walls and floors
Notable deletions:
- Metal Sonic Race
- Includes all the specialised recording/playback apparatus which made g_demo.c harder to read
- A bunch of hyperspecialised code inside several A_ actions
- EXCEPTION: intentfully left in the spriteless SMK stuff for Sal's add-on down the line.
There is a Nova Shore enemy that switches between
MF_SPRING and MF_ENEMY, and the upper bits of the mass
field are conflicting.
We don't use this functionality aside from some SRB2
holdovers, but who cares about those? ;)
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
- There's a freeze cheat bool to freeze everything except for players.
- There's a level freeze bool to freeze literally everything.
- There's a frozen bool on mobj_t to explicitly control freeze status on an object.
This commit handles everything except actually respawning
the player at a checkpoint.
- Checkpoints are formed by two checkpoint things (2030):
- thingarg0 - The ID for the checkpoint. Must be the
same for these two things, and these two
things only. ID cannot be 0.
- angle - The direction the player is intended to face
after respawning. Must be the same for both
things.
- Each checkpoint thing is a starpost with a stick and an
orb at the end.
- By default, the sticks are lowered to horizontal and
face toward the opposite starpost.
- Rainbow tether sparkles form a field between the two
starposts.
- When a player crosses between these two starposts, each
spins in the direction that the player crossed. The
sparkles also fly out in that direction.
- Over time the sticks pivot upward.
- When the starposts are done spinning, the sticks will be
pointing straight upward.
- Orb at the end of the stick begins flashing when the
starpost is done spinnning.
- Players may cross multiple checkpoints.
- When this happens, any previously activated checkpoint
will have its stick lowered back to horizontal, and its
orb will stop flashing.
- Fix the last few bugs I could find with thing args
- Move version update code
- Rename internal variables to `thing_[string]args` to make older code merge issues more obvious