- Don't clear every tic. This is what P_RemoveTracker is
for.
- Link in P_SpawnMobj. Should cover all cases.
- Remove excess objects. These were leftover from when
Shrink destroyed items. Just track Jawz, SPB and Break
the Capsules.
- Add flags variable to toggle much of Orbinaut behavior.
- Don't spawn afterimages for Gacha Bom.
- Animate facing angle of Gacha Bom when thrown backward.
- Let tossed Gacha Bom drive forward after landing.
- Only exit Capsules/Versus round if number of players with no bumpers is equal to number of players in game.
- Apply Eliminated flags in relevant context, to prevent griefing.
- With lives remaining: No FINISH text, 1 second before restart
- With no lives remaining: Yes FINISH text, 2 and a half seconds before return to menu(/emeraldless podium when implemented)
- capsuletest off - default behavior.
- capsuletest multiplayer - always spawn non time attack
capsules, even in FREE PLAY.
- capsuletest timeattack - always spawn time attack
capsules, even in multiplayer.
* Standardises conditions under which the UFO Catcher can be "targeted" (Jawz, SPB, tether)
* Makes SPBs explode a little ahead of driving distance if UFO Catcher is no longer targetable
* Make everyone PF_NOCONTEST (but not explode) if the UFO/emerald reaches the end of its waypoint path.
- Possibly temporary: Make the UFO/emerald go straight up at its final waypoint
* If you have PF_NOCONTEST, K_IsPlayerLosing is true
* If special stage in action and the only reason you'd be behind is your position, nobody loses
* Never eliminate last in special stage
* Time Over funny camera no longer occurs when PF_NOCONTEST but not dead
- 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
* The existing structs are now exclusively for handling extra data.
* `specialStage` has been renamed to `specialstageinfo`, to reflect that it is not the sole arbiter.
* `specialstageinfo.valid` and `bossinfo.valid` are what must be checked before grabbing data from either struct.
* These are turned on when the gametype extra data is successfully initialised, not on map start.
* `K_InitBossHealthBar(...)` for `bossinfo.valid`
* `K_InitSpecialStage(void)` for `specialstageinfo.valid`
* `K_CanChangeRules(...)` no longer checks these
* No longer uses duplicate encore information.
* The map command (and -warp) now guesses gametype using a general `G_GuessGametypeByTOL(UINT32)` function
* Grabs the first gametype with an overlap between the requested TOL and the gametype's TOL.
* The cool Versus-specific intro is now checked via `K_CheckBossIntro()`.