- 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
- Carry back item capsule, painted with the skincolor of
the player who was stolen from
- Give player item by orbiting and shrinking into the
player like an emerald
- Lock player item box while animation plays, draw an
empty item box on the HUD
- At end of animation, burst item capsule to place item
in player's hotbar
- Hyudoros can no longer stack items in the hotbar --
consistent with item capsules
- (If you have a Super Ring in your hotbar and Hyudoro
is holding a Super Ring too, it will wait for you to
use yours)
---
MT_ITEMCAPSULE changes:
- extravalue2 != 0: use this color on caps
- MF2_STRONGBOX: award items like the roulette
- Super Ring is placed in the hotbar instead of awarding
rings directly
- SPB is placed in the hotbar instead of throwing it
immediately
- DMG_INSTAKILL: don't respawn
- If player is in first place, they cannot use the stack
- Use ghost trick to lessen the effect, since modulate
blendmode cannot be controlled with translucency
- Shadow flickers in high contrast colors while patrolling
- Shadow flickers black/white for short time after Hyudoro
steals from a player
- (Resetting shadow for hovering stack already handled by
append_hyudoro)
- Add Obj_SetEmeraldAwardee
- Separate object receiving emerald from object being
orbited
- Obj_BeginEmeraldOrbit sets both, if the awardee isn't
explicitly set
- Don't HUD track emeralds without emerald flag set
- Add checkpointId to player_t and netsave
- checkpointId persists if the map is reloaded, but not if
the map is changed or if "resetplayers" is ticked
- Players spawn at the last touched checkpoint instead of
at a player start
- Tether sparkles fly out of the player in a circle
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.