* Red and yellow Boost panels!
* Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better.
* https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif
* Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes.
* Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability!
* Banpyura!
* A Crushstacean with a spring instead of a crushclaw.
* https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif
* Wanted this for a while, finally added it.
* Improved springs.
* Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground.
* Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity.
* Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
* Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN.
* Make directionchar "lag behind" a little bit in waterslides.
* Improved flame jets.
* They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1!
* Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!)
* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Improved ZB config.
* Add above new types.
* Add Blue Diagonal Spring, which existed in the source but not the config.
* Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
* Update the function signature of P_MixUp to accomodate both it and drawangle instead of doing it outside of the function.
* If the player is spawning from the start of the stage and it's from the ceiling, be in fall frames as requested (resolves#191).
* Smoothen Pity Shield animation to go with sphere's updates to Nev3r's sprites.
* Added LHRT object, designed to be summoned with CA2_MELEE.
* Gives a pink Pity Shield (SH_PINK) on same-team player contact.
* Deals damage to non-player enemies.
* Harmlessly fades into nothing when touching an enemy player, players with SH_PINK already, and players capable of applying SH_PINK to others (through non-Lua methods).
* Basically, you-know-who is the Healer of the party whenever they're around. Fun consequences for the Co-op and CTF metas.
Network synchronised(?) nextwaypoint in player struct
Make the waypointheap actually a heap and not allocate memory for every individual waypoint.
No need to store id in the waypoint struct, since it can be gotten from the waypointheap now.
Update player position using distance from finish line.
Minor Bug: At the start of a race for a split second the leading players will be last.
Proposed Fix: Start on lap 0 and Force a lap count update when crossing the finish line
It can now be moved over to "mid-tier" instead of the end. Flame Shield will be taking its place as the "situational but powerful speed-up/offense combo item"
Players afterimages have been colorized & flicker, ala Sonic Advance 2. The number of afterimages you get extends with how many boosts you have stacked.
Item afterimages have also been given a basic colorization.
Now triggers when locked on instead of when out, and has a temporary HUD colorize animation when ring pickup is locked.
also:
- SPB spawns rings more frequently
- There's only a chance for Super Ring while in debt if you mashed at all
- Added Battle fallback items when alone, for the future Break the Capsules
- Ring attraction is now much more preformant. Instead of each ring checking for all players for a shield & then doing a distance check, players with an attraction shield already will do a blockmap check around them for rings.
- Draft leeway period is longer, from 10 tics to 1 second
- During the draft leeway period, your draft sparkles will still be attached to the last player you drafted, but transparent
- Scale drafting speed requirements, distances, and visuals with player scale instead of map scale. While shrunk, this will make it so you need to be closer to draft, but don't need to be moving as fast.
- Thunder Shield now attracts rings
- Colorize the ring counter at max yellow
- Rings in the collecting animation are considered for determining if you can't pick up rings anymore, preventing a LOT of rings being deleted from the map over time.
- Flung rings don't lose speed over time anymore
- Flund rings last way longer
- Using rings is much less touchy (holding the button from before an item roulette will let you continue using them until you let go, using certain items won't make you use a couple rings afterwards)
- 0 rings is now counted as debt when getting hit, making debt easier to get out of (getting hit by a spike now would put you at -2 instead of -5)
- Move Super Ring toward the end of the item (so I don't have to modify gfx.kart to fix dropped items)