* MT_EXPLODE's anims partially FF_ANIMATE'd.
* A_FlickySpawn turned into a wrapper for internal function that does what A_FlickySpawn did but returns a pointer to the spawned flicky.
* Added the ability to read in mobjtypes as well as from a short list of flicky constants.
* Added a new state, S_XPLD_FLICKY, which is the new deathstate of all badniks.
* Put the disabled animal-spawn-on-P_KillMobj behind a #define.
* Renamed the branch and associated properties to something not rife with sin.
Spindash dust
Charging a spindash kicks up dust, we all know this feature was dying to get in at some point. Bubble and flame forms of spin dust are included from FSonic, for underwater and elemental respectively.
Oh, and as a bonus I reorganised the spindash/spinning/other ability2 stuff code to look a bit neater and more organised.
New resources:
* MT_SPINDUST - the object
* S_SPINDUST1 to 4 - the normal form's states
* S_SPINDUST_BUBBLE1 to 4 - the bubble form's states
* S_SPINDUST_FIRE1 to 4 - the bubble form's states
* SPR_DUST - the normal form's sprite set (uses frames A to D, just pinch FSonic's sprites really)
* SPR_FPRT - the flame form's sprite set (frame A only)
SF_NOSPINDASHDUST disables spindash dust for a character
See merge request !52
To that end, I've made MF_MONITOR *without* MF_SHOOTABLE act like MF_MONITOR does, and MF_SHOOTABLE allow for both missiles AND players to destroy. This has had the side effect of allowing MF_ENEMY and MF_BOSS to use MF_MONITOR as a substitute for MF_SHOOTABLE that doesn't allow missiles to cause them damage, which might be useful for Jetty-syns.
* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
* shields give you 1000 points
* redundant shields don't make you puase
* checkpoints give you 2000 points
* falling down a deathpit is just falling, not bouncing
Fixes to horizontal spring collision
Fixed various issues arising from collision with exclusively horizontal springs. Thamks to @Inuyasha for the heads up! Of note:
* If you hold down your jump button whilst jumping into it, you no longer immediately use your ability.
* Characters with (CA_DOUBLEJUMP && CA2_MULTIABILITY) or CA_FLOAT or CA_HOVER no longer lose track of their jump count.
Also:
* Upped the strength of info.c's red and yellow horizontal springs.
See merge request !41
* That hacky anti-NiGHTS-deaxisment code I commented out because I thought it was visual only? Reimplemented in a way that is both more and less hacky. It's identical in result to the original code, but takes a roundabout method to get there.
* Sprite references for SUPE, SUPZ and NDRL are removed because they are now unused.
* Helper's flashing conditional is restructured to do less flag swapping.
* The check for super setting FF_FULLBRIGHT is limited to MAXTRANSLATIONS now, and also correctly takes into account MAXSKINCOLORS == SKINCOLOR_SUPERSILVER1.
* NiGHTS collision bounds aren't hardcoded anymore.
* NiGHTS link will never display when leaving stage.
* Slightly tweaked rules for the supercolor setting when doing a NiGHTS transformation, but only meaningful for setting FF_FULLBRIGHT.
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
* if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
* MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
* emerald is now player->mo->tracer instead of player->mo->tracer->target
* nightopian helpers flash for the 35 tics before they disappear
* nights capsule makes boss explosions/noises now (i can change it back i just like it better)
* drill off into the sky instead of fly up in floating pose (but no noise yet)
ALSO:
* default maxdash is now 70
* forgot to add supercolor to lua, it is there now
* SPR2_SMSL renamed to SPR2_SSTN (stun)
* any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
Spr2 freeslots
Needed for Miles, generally a good idea to have around anyway. Considering Miles uses it without problems, seems to work fine.
See merge request !24