"when cursed with Eggmark, blow up the racer responsible"
Just a simple condition. Either it happens or it doesn't.
MT_SPBEXPLOSION now tracks whether it was made by KITEM_EGGMAN or KITEM_SPB, too!
- Update eggmanblame on K_EggmanTransfer
- Currently blames the bumper, but could blame the source's eggmanblame if we wanted to change that
- Use K_FlipFromObject for correct reverse gravity placement
Break a target (Prison Egg/UFO) using exactly one Gachabom again and again
Becomes invalid if an Insta-Whip collides with a target, or you throw two at the same time
Large enough momentum will still position the player
beyond the loop radius initially. This is intentional so
that there is no jerk when entering the loop. Without
a more sophisticated algorithm to revolve asymmetrically,
this is the best I can do. The player is guaranteed to
exit at the correct position, though.
Gamedata minor version was updated again.
(God this was a weirdly big amount of work and it's not even polished.)
- Condition1 = PrisonEggCD [Level that has to be unlocked]
- Approximately every 30 Prison Eggs destroyed, you get a shot at a Prison Egg Drop.
- The only Prison Egg Drop implemented right now is an Alt Music CD.
- Your [Wild Prize] is guaranteed to be selected only from conditions associated with levels that are unlocked!
- Only spawns in Grand Prix Bonus Rounds, for netsync and game design.
- The number is fuzzed. If you start the level with 0 Prison Eggs to destroy, it selects a random number of Prisons in the level to bust.
- If you miss the pickup (such as into a deathpit), you'll get another shot in the immediate next Bonus Round you play.
Also:
- The number of Chao Keys you start your gamedata with is now part of the header file, not buried in the wiping function.
- Removed the ACTUAL last object definition vestiges of the Emerald Hunt gamemode.
- Players will glance at Ancient Shrines near/behind them.
- Look back at these Shrines to activate your follower's horn!
- Currently, this even works if horns are turned off, as a sort of tutorial.
- TODO: A special horn will be able to activate them...
- Avoid iterating displayplayers to find view number and
prefer R_GetViewNumber.
- Iterate over all matching displayplayers if necessary,
instead of stopping at the first match.
Screen shake was being done from the Broly vfx, which does scaling shenanigans so it caused Proximity Mine explosions to make the camera go apeshit.
I'm also pretty sure the hitlag calcs Proximity Mine did for the broly effect was wrong, not sure though? I'm trying something else and I think it's better.
- Always spawns on the ground below the player
- If falling fast enough, spawn afterimages around the
player like "falling through hoops"
- Also fix scaling to Shrink/Grow