- If Global-type map emblem has GE_FOLLOWER, attempt to take on the appearance of the follower specified by var2.
- Unlike MT_RANDOMAUDIENCE, this picks whether the object should be floating or hopping based on the specified mode of the source Follower.
- Always chooses to face the nearest player.
- Rearrange some properties affected by Obj_Audience/audience.c to not conflict with MT_EMBLEM
- Since they're not necessarily going to be randomised, make the prefix Obj_Audience instead of Obj_RandomAudience.
- Externalise some properties that we may not want affecting all hypothetical uses.
- Flag auto-application should be done externally, since this won't be general.
- Focusing on player should be controlled by the function call, not an ambiguous flag.
- Replaces Chao audience entirely
- Convenient, because one of the two default follower types used in the audience is Chao
- Can provide one follower, or a list of followers, on the stringarg1 (seperated by spaces/commas) and it'll pick randomly between them
- If not provided, uses the mapheader follower list
- Can provide one skincolor, or a list of skincolors, on the stringarg2 (seperated by spaces/commas) and it'll pick randomly between them
- If not provided, uses the follower's default color
- If the follower's default color is Match/Opposite or the user provides "Random" in stringarg2, pick a random skincolor
- If arg3 is set, floats in the air
- MTF_OBJECTSPECIAL in binary format
- If arg4 is set, faces the closest player
- MTF_AMBUSH in binary format
- Uses some funny mathematical tricks to avoid checking on the same frame as every other audience member at once
- Y is now additionally another macro for HOLD!
- Disable HOLD! drop from respawning when done with Ring Shooter.
- Immediate release Ring Shooter now goes back a waypoint, and does not have a minimum distance to go forward anymore.
- Uses P_GetNextEmerald to determine the associated emerald. Earlier work paying dividends!
- Color selected matching Cup Select screen
- New states which can be used in other contexts
- S_SUPEREMERALD1 and S_SUPEREMERALD2
- S_SUPEREMERALD_UNDER
- Uses a lot of existing apparatus, just leveraged to draw horizontally instead of a full map.
- Currently only functional in Sealed Star contexts, due to K_GetCircuitLength having no clean alternative for sprint tracks.
- Tracks Catcher/Emerald.
- K_drawKartProgressionMinimapIcon and K_getKartProgressionMinimapDistance
- Abstracts the progress of converting distance to finish into a position on the bar.
- Sibling function of K_drawKartMinimapIcon
- The author of this commit wanted to make it an alternate outcome of this function, which it shares a lot of similarity with, but doing waypoint traversal in HUD for objects that don't independently track their distance would absolutely tank performance.
- Tidying up in the main function permitted less minimap state to be used in these.
- Handles putting an object into the hyuu's inventory.
- Permits Sink conversion for items which are a little too powerful to give to someone who was JUST in first place.
- For now, the item to convert is an SPB.
- Split out from K_DropHnextList to make its handling more explicit, and to permit K_DropItems scenarioes to *not* drop shields.
- Always called on P_DamageMobj on any non DMG_STUMBLE damagetype, so shields always get digested on true pain.
- Todo: Should shields be popped even on DMG_STING..?
- NOT called on Eggman Mark pickup.
- Add to Lua (alongside K_DropHnextList, which was inexplicably missing).
- POSITION: Runs when POSITION period ends. Has no activator.
- OVERTIME: Runs when the time limit runs out. Has no activator.
- EMERALD: Runs when the Special Stage UFO's Chaos Emerald is grabbed. The activator object is set to the player that grabbed it.