- Auto accel
- 800% acceleration
- 110% top speed
- Infinite tether like Lightning Shield
- Resists going upward on slopes
- Less friction
- Can always turn your sprite
- Turning speed does not get weaker at high speeds
- Turning speed is normal underwater
- Keeps moving in momentum direction, regardless of how
you turn
- Releasing a drift redirects all your momentum in that
direction
- Floats over bananas, damage sectors and offroad
- No stair janking while floating
- Hold drift for extra gravity. Not only does this fast
fall (this stacks with true fast falling), it builds
momentum down slopes too!
- Parries Big Players (Grow), Invincibility, Flame Shield
and, of course, other Tops -- all except if you're
grinding
- Wipes out anyone you touch
- Infinite weight like Bubble Shield
- Does not water skip
- Does not water run while holding drift
This is all the visual effects and item logic of the Top
minus (almost all [1]) physics adjustments when a player is
riding one.
While on a Top:
- Otherwordly humming while floating
- Cannot drift [1]. Instead, holding drift begins grinding
the Top into the ground -- sparks fly out
- Sprite tilts left and right as you turn
- No wheel screech when turning too far
- Speed lines while holding drift
- Tripwire Boost effect scales to cover you AND the Top
- One hit and you lose it
- Throwing forward, getting hit or just losing it because
you were in first place for too long: the Top flies out
from under you and begins snaking like crazy
- Throwing backward also makes the Top fly out from under
you but it also thrusts you forward. The Top dies
instantly so it's not dangerous ;-)
- If you're in first for too long, it begins vibrating
- If you tumble, it dances across your entire screen
A loose top will tumble anyone it hits.
* Instead of doing constant G_MapNumbers when finding the relationship between maps and cups...
* Add a cache of level IDs to cups, to go with the strings.
* Add a cache of the cup pointer to maps, so we don't have to search through all cups to find our map. (done in P_InitMapData)
* Pre-emptive work: G_IsSpecialStage and P_GetNextEmerald now reference cup data instead of a hardcoded ID set.
* Remove a bunch of old stuff from mapheaderinfo_t/associated, and reorder what stays
* Countdowntimer? 💥
* Startrings? 💥
* sstimer/ssspheres? 💥
* forcecharacter? 💥 (distinct from forceskin)
* interscreen? 💥
* sstage_start/end and smpstage_start/end? 💥💥💥💥
* You've been blocked
* G_MapNumber now returns a special NEXTMAP_INVALID if not found, for more consistent reference.
* Incorporate a good chunk of the `edit-headers` branch. Can't clear maps individually because of the new restrictions on sequential mapheaders, but we can add a "disable in vote screen, not even for map hell/archive" flag to a map at some future juncture for equivalent functionality...
- Refactor significantly (now has its own func, `G_GetNextMap`)
- If gametype uses cups, iterate through cups to find the current level, then grab the next valid level
- If not, get the next valid mapheader for your gametype
- SOC `nextmap`/`marathonnext` is not just deprecated but REMOVED
- Hide the NEXTMAP_ constants again, but leave support dummied out for if we have them publically accessible again
- Also get rid of a bunch of OTHER mapheader stuff we're never gonna use
- NiGHTS Grades? NOPE
- Vanilla titlecard patches? NOPE
- Boss music fadeout/replacement? NOPE
- Select Heading? NOPE
- You've been blocked.
- Don't show maps without lumps on the level select list
- this is me being petty, but making it NOTIMEATTACK in SOC instead of TIMEATTACK so we can reconsider the maps with/without them.
Overwriting the global power level all the time and not updating any code to use the profile was extremely yikes. This also allows for splitscreen players with power levels.
"cheats" is a proper cvar now. Enabling it allows for cheats to be used any time, even in multiplayer, and disables gamedata saving. Turning it off undoes as many cheat commands as reasonably possible. Based a little bit off of some vanilla work I also did.
Many cheat commands are still SP-only, but can reasonably be allowed in netgames now if a net command is created for them.