If you don't, the reaction was "WHAT?? Why is he here? This is GREAT but, what??" And while the reaction is on the positive end of things, it's stll clearly not advisable for our defining Big Reveal of the already huge update.
To this end: Here is a mini cutscene! https://cdn.discordapp.com/attachments/428262628893261828/626207624043429898/srb20005.gif
* He's digging through Eggman's trash.
* Clearly doesn't expect to see you!
* Ready for a fight all the same.
* You can attack him during the mini cutscene if you're impatient.
* Skipped if you give him MTF_AMBUSH.
* Requires new assets (including map) to test, but I'm not ready to make a MR yet because I have other thoughts first.
Also, since I was poking around in p_enemy.c, I fixed A_Boss1Laser's issues (not working with direct 2.1 port states and having the weird secondary attack).
If this causes more problems than it solves it can be reverted, but doing a bunch of playthroughs of DSZ1/2, GFZ1, and CEZ3 didn't seem to uncover anything, so I'm tentatively putting it in this branch.
* 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).
* Put everything in P_DoJumpStuff, instead of half in that function and half spread across the player thinker.
* Have a proper if else cascade that first tries shield abilities, then super transformation, then random abilities like CA_TELEKINESIS.
* Use this new arrangement to allow CA_TWINSPIN users to use their ability on spin if their secondary ability is CA2_MELEE (resolves#195).
* Random bugfixing. Didn't keep track of what I'd caused while working on this and what was already there, but there was a lot of it.
The only two abilities which have spin-button properties outside of the else block is CA_AIRDRILL and CA_FLY/CA_SWIM (which now also prevents you from swimming down in goowater).
* Don't allow the stage to be reloaded in G_DoReborn.
* If you do ANY spawn after the very beginning moment, you're forced to be a spectator.
* Have the "%d player%s remaining" Co-op exiting count visible at the same time as spectator controls.
* Genesis-style love and attention to the death event.
* Only visibly decrement lives/rings when you're respawning (or game over, see below).
* Faster no-button-press respawn.
* Game Over specific love.
* Animation of Level Title font coming in from the sides.
* https://cdn.discordapp.com/attachments/428262628893261828/617692325438554132/srb20067.gif
* Change gameovertics to 10 seconds instead of 15.
* Make the minimum time before you can force going to the Continue screen longer.
* Accomodate death in MP special stages as a form of exit.
* Don't have your rings or spheres reset when you die in a special stage, so that the stage isn't softlocked with the new harder limits.
* Fix a bug with CoopLives_OnChange where changing to infinite lives didn't force a game-overed player to respawn.
Also, two not-quite death things which nonetheless were relevant to change:
* Fix quitting a special stage having some of the shared spheres/rings disappear into the aether.
* Fix a warning during compilation for the Ring Penalty print.
- Frontside x offset = boss ID (determined via parameter for all bosses)
- Noclimb flag = disable mode
- Bosses don't do a fuckin' THING - no state updates, no player searches, no sounds, no lua, no nothin' - and it's all totally netsynced.
- The only thing they WILL do is flash infinitely if you hurt them, but this is designed for stuff where you're not meant to be in the same room as the boss til it's activated.
- All bosses of all IDs are automatically enabled on mapload, then if an enable mode version of this linedef is present in the map for a specific boss id, that boss id is automatically disabled.
* Add multi-boss support via parameter for:
- All bosses' MT_BOSSFLYPOINT search
- Boss 5's waypoint search
- Oldbrak's waypoint search (this one's for you, jood)
* Fixed an unused variable warning in lua_skinlib.c.
- fixed post-level cutscenes playing when you get game over in MP (still kinda on-topic)
Also with apologies to MI:
- golden egg statue mode for tutorial, since the grey doesn't contrast enough with the blue and lime green
- fixed closed captions for replaced player sounds being incorrect
- fixed closed captions overlapping tutorial text
Sea Egg is majorly changed according to Mystic's ancient instructions (excepting the flying FOF rock, I cared not for fucking around with FOFs).
Specifically:
* Faster paced fight.
* Instantly travels horizontal distance.
* Fakes no longer hurt papa, and spin out like a deflating balloon when he dies.
* New attack: When surfacing, produces an electric shockwave. Replaces underwater shock. Designed for new, shallow arena.
* Support for multiple bosses in the same map distinguished by parameter.
Will upload map to fight the new battle in on the MR.
* Add more context clues to his fight, including an indicator for which laser attack is being used after chargeup.
* Make missiles able to vectorise him.
* Add another laser orb attack - vertical slice - and change the laser orb sequence to accurately reflect that horizontal is the hardest of the ones in 2.1.
* Optimise TC_BLINK, and fix an issue with TC_ALLWHITE that somehow avoided coming up in testing.
* Fix colorized bosses losing their colorization when flashing, by forcing TC_ALLWHITE.