- Ignores item just-thrown intangibility only if the item
owner is the same (standard behavior)
- Player who reflected the item takes ownership of it
- Required to make intangibility work correctly
- Improvement to game design
If player is in one of these states:
- Invincibility
- Grow (K_IsBigger)
- Flame Shield dash
- Over 200% speed
And the other object:
- Does not have MF_DONTPUNT
Then, touching a solid object:
- Punts the object, unless the object has MF_ELEMENTAL
- Fizzles the object, if the object has MF_ELEMENTAL
Or, when an object damages the player:
- That object is punted, unless it has MF_ELEMENTAL
- The object fizzles, if it has MF_ELEMENTAL
Punting means:
- A copy of the object is made
- Both the player and copy receive 5 tics of hitlag
- The copy is thrust away from the player at a minimum of
60 FU, or 2x either the player's or object's momentum,
whichever is ultimately greater
- The copy despawns after 2 seconds
- The copy flickers constantly, while thrust away
Fizzling means:
- The object disappears completely
- A puff of smoke is spawned in place of the object
- No hitlag is applied to the player
Both punting and fizzling:
- Hide the original object (intangible and invisible)
- The original object reppears after 30 seconds
- For 2 seconds before reappearing, the object flickers
back in, but is still intangible
Insta-Whip another racer while you yourself are invisible from Hyuudoro, it's shrimple
Also updates the phrasing used for UCRP_TRIPWIREHYUU to match ("afflicted by Hyudoro")
Screen shake was being done from the Broly vfx, which does scaling shenanigans so it caused Proximity Mine explosions to make the camera go apeshit.
I'm also pretty sure the hitlag calcs Proximity Mine did for the broly effect was wrong, not sure though? I'm trying something else and I think it's better.
There are two differences between Whumble and Stumble.
- Stumble cannot be combo'd on upwards momentum, while whumble can. (Resolves#522)
- Whumble takes bumpers, while stumble does not.
- Removes the MT_INSTAWHIP hack.
- Dropped power-ups become paper items (overloaded to
store power-ups instead of items).
- The dropped power-up stores its remaining duration.
- The power-up can be picked up during any state.
- If you already have the same kind of power-up, the
duration is simply extended.