Jawz as a result can absolutely behave differently, but it's mostly the case when in the range where it would slow down.
Will need testing, seems like it can sometimes rocket past a player that's stationary, maybe that's not a bad thing?
This makes it follow the sprites a bit better on slopes. Also split into a sub-function so that Banana doesn't need the duplicated code anymore.
The accuracy can be further improved on by doing the calculation 3 extra times for every surface, for each corner of the hitbox -- it wouldn't be THAT much more expensive, but it would only make subtle differences on sector boundaries that we usually zoom past anyway, so I figured it wasn't worth it. (It'll be easy enough to do so if we decide that we want the uber-accuracy)
- Add modeltilt variable, for more manual control of the model tilting. By default this just copies standingslope, but doesn't get cleared in the air.
- Shadows & trailing bananas now tilt to match the ground they are on.
- Rocket Sneakers & afterimages now tilt to match the player's current orientation.
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.
* Ranges between full brightness to half-brightness (50% of fullbright effect).
* Has both software and GL support (I think - GL needs to be doublechecked, but I think it's just GL being murky in general).
* Used by Rings.
* Backport FF_GLOBALANIM and FF_RANDOMANIM extensions to FF_ANIMATE from 2.2.
* Rings use the former instead of their own hacky solution to the problem.
* Also backport FF_VERTICALFLIP, because why not.
* Inverts sprite relative to gravity. I remember wanting this for the flipped death sprite for Jawz, but then Oni drew his own frame for that, so it doesn't matter.
* Refactor vissprite struct a tad, given I did so in internal where I pulled most of these improvements from.
* Should be no in-game affect; let me know if you notice any regressions.
- Re-enable ring respawn
- Make Attraction Shield chasing rings faster
- Combi-band is invisible to non-affected players
- Used rings animate faster
- Sync ring animation to a global timer