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.
* 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.
* Port across the additional colour translation maps, including mobj-level support for "colorized" objects.
* Make Fangboss and both Metal Sonic objects greyscale if, on spawn, there is a player in the game who is not a spectator whose skin is that character.
* Allow bosses with MF_GRENADEBOUNCE to opt out of the MF2_FRET colour-flashing tomfoolery, and give this flag to Fang.
This cannot be compiled as-is right now for the following reasons:
* Numerous actions still need to be hardcoded.
* MT_FBOMB uses the TNT barrel explosion (and by extention A_TNTExplode) for its death state. This is a pickle, I'll deal with it when I get to it.
Also missing:
* Fang waypoint object type+states.
* Fang's good looks (to be put in the resource files obviously).
* Fang's brain.
* Default hitbox height is 80
* Drone Thing parameter sets height to multiples of 32
* Player aligns by default to bottom+24 of hitbox (offsetted)
* `MTF_OBJECTSPECIAL` aligns player to hitbox top
* `MTF_EXTRA` aligns to hitbox center
* `MTF_OBJECTSPECIAL|MTF_EXTRA` aligns to real bottom of hitbox
* Goalpost and sparkle Z alignment is changed to reflect configurableness
* New entries: NIGHTSDRONE_MAN, NIGHTSDRONE_SPARKLING
* NIGHTSGOAL renamed to NIGHTSDRONE_GOAL
* MT_NIGHTSDRONE repurposed as an invisble, no-gravity hitbox
* Flames fall with flameholders.
* New modification to teleport cheat: -sp <val> <val> allows instantaneous jump to any starpost in the map, including spawnpoints as starpost index 0!
* Also, -ang <val> and -aim <val>, which can be combined with -nop to pivot on the spot.
* Bomb sphere! Paraloopable hazard. Replaces MT_SPECIALSPIKEBALL.
* Blueberry bushes, both normal and Xmas, from patch.dta.
* BSZ tulips, also from patch.dta!
* Frozen Hillside badniks - Penguinator and Pophat.
* Frozen Hillside ice decoration!
* Fixed some big bugs with the DSZ light beams.
* Made multi-mare special stages work, in a troll way - the Chaos Emerald disappears in a puff of smoke, and the Spinbobert laughter sound plays... >:3c
* Reverted the mobjtype number changes from the source SOC/Lua, which we can do later when doing a final pass of the levels.
* State optimisation.
* Serious cruft-removal of the NiGHTS drone thinker.
* Fix the issues where the player wouldn't curl into jump in waterslides or dropping off rope-hangs.
* Tweak NiGHTS player flashing.
* Add text colour support to the titlecard font.
* Use that to make the PRESS SPIN\nMID-JUMP thing when you get all Chaos Emeralds use the titlecard font for readability.
* Fix the GOT ALL EMERALDS page not lasting the correct, extended amount of time.
* Fix that thing where flying mid-spin didn't enact autobrake.
* Modify graymap a little on Sryder's suggestion.
* [COMPLETELY UNRELATED] fix that thing where the addons menu will fail on files/paths with spaces in [/COMPLETELY UNRELATED]
OLD SPECIAL STAGES:
* Spheres in old special stages instead of rings!
* Individual timers in old special stages instead of a global one!
* Old special stages use a variant of the NiGHTS HUD now!
* Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres!
* All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore.
* Made emerald gaining function be based on special stage number rather than gained emeralds!
* Consistency with...
NiGHTS SPECIAL STAGES:
* Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif
* Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.)
SPECIAL STAGES IN GENERAL:
* useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS.
* CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
* SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif
NiGHTS NON-SPECIAL STAGES:
* Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages.
* Colour Chips turn yellow in bonus time.
* Ideya!
* Its own "drowning" music!
* All of the object types for Dream Hill.
* GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif
RANDOM BS:
* Turn super with the spin button instead of the jump button!
* Followmobj now correctly set with P_SetTarget instead of pointer assignment.
* Emerald hunt uses new sprites!
* Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
* Better Robo Hood arrows.
* Shield break animation for Egg Guard. (Temporary state slot so I don't have to compile from scratch until I do something more complicated later.)
* Suspicious Facestabber Statue animates a little before bursting open.
* Fix Facestabber radius.
* Fix some stuff in Flicky functions that could be overwritten in Lua call actions by mistake.
* Facestabber statues now have fun breaking effects.
* Fake coronas for candles and prickets.
* hnext and hprev are properly dealt with in MobjThinker if P_MobjIsRemoved.
* Facestabber statues, of both the suspicious and non-suspicious kind.
* New object type for the end of grabbable chains.
* I moved my compilation .bat file to my Releases folder, so it should .gitignore .bat's.
* Random extra stuff.
* Blue diagonal springs, because that gap is very, very odd.
* Improved A_SpawnFreshCopy.
* Tweaked P_LookForEnemies for consistency's sake. (Previously, it was impossible to make a spring that could neither be homing-attacked or attraction-shotted.)
* Behaves a bit differently to the one in DSZres.pk3.
* Can now punch DSZ mines!
* Also has mapthingnum 126 instead of 610.
* Some other mapthingnum changes.
* DSZ2 stalagmite is now 1009, formerly 999.
* Big DSZ gargoyle is now 1011, formerly 1009.
* Make the MF_PAIN stuff ONLY depend on mass, using the bottom 8 bits for the type and the custom sound in the upper ones.
* A bunch of cleanup of random other stuff, including an unused Deton state and an unused Jetty type's sprite.
* Add damagetype to P_RadiusAttack (optinteger in lua, A_Explode var1).
* Removed the prevention of MF_BOSS objects from getting P_RadiusAttacked. This was a holdover from DooM (I checked) - a way to prevent the Cyberdemon from gibbing itself when firing point blank into a wall, and also a way to make it and the Spider Mastermind harder.
* Enemies are solid to other enemies movement-wise now.
* (Fun little aside - if you remove MF_SOLID from a monitor, it now behaves like they did in Sonic Adventure (poppable by colliding with, not just attacking).
* Fixed Metal Sonic battle conflict in MF_PAIN/mass not picked up earlier.
* Miscellaneous tiny code tweaks.
* Made Facestabbers take two hits and have associated pain/death animations. No other changes, just wanted to make sure THIS was done.
* Move Bubblebuzz-related stuff to go alongside the secret badniks and etc.
* MF2_INVERTAIMABLE. Inverts whether P_LookForEnemies can get at; replaces a hardcoded thingy.
* MF2_FRET application and removal.
* Flashing when flag present.
* Bounce player back on successful damaging.
* Add their spawnhealth to the chain.
* Reduce code duplication in P_TouchSpecialThing.
* Play with Crawla Commander a little bit as a test of its power.
* MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
* A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
* Some other, relatively hacky A_ functions.
* (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
* Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
* Completely rework how mace/chainbars are spawned to reduce the number of matrix multiplications required EVEN FURTHER!
* Reimplement the maceretry solidity stuff (effect 4).
* Flip the mminlength stuff so that existing dev maps don't break badly.
* Fix hacky chainbar grabbing.
* Tweak height of tinychain a smidge.
* Handle all chain objects as a hnext/hprev chain.
* When removing mobjs with hnext/hprev, "repair the chain" (make the h links meet).
* Fix hidden slings, which I accidentially broke when I revamped maces the first time.
* Kill MF2_MACEROTATE. Not needed for anything anymore.
* P_MaceRotate now available to Lua to make up for it.
* Related: Made modifying hnext/hprev using Lua safer, so it keeps the reference counts in play.
* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
* Add a default behaviour to followmobj (just basic A_CapeChase).
* Allow for modifying which character starting a new SP game should start you on, relative to the first valid character. (SOC's "startchar" variable)
* Make MF2_SHADOW transferrable via linkdraw.
* Modify P_GetSkinSprite2's recursion limiter to have zero chance of ever infinitely looping.
- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name)
- If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons).
- Adds a big sprite2 index array to all models, even non-player ones. Sorry!
* Made MD2 frame interpoleration only work across the same spriteset (and sprite2set).
* Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling.
* Fixed sprite2-related typo in dehacked.c.
NiGHTS Paraloop-special emblems
Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
* Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
Check out root/!LatestSRB2Files/srb2win_branch_nightsemblems.exe with the latest patch.dta, along with root/toaster/nightstest.soc for a sample in GFZS.
See merge request !94
* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
- MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
- MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
- MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
- angle: tag of controlling linedef
- parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
- line dx: number of chain links
- line dy: speed (in FU)
- frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
- frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
- frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
- frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
- backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
- backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
- backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
- backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
----
- ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
- ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
- ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
- ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
- ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****
Whooh. Requires new patch.dta for sprites.
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
Combined means that you essentially have to loop it twice.
Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
A less memetic message: On permission of Mystic, rejiggered a few things such that Race uses cv_competitionboxes, allowing the menu to be nicer.
Also:
* disabled the doomednum for ? boxes
* made A_MixUp play sfx_lose if you're in a gametype that can't use it
* Removed the all-teleporters option from cv_competitionboxes. It could just be done by tweaking the random monitor toggles, anyways.
* Provides a helpful description for the hearing impaired, whether permanent, temporary or situational.
* Consvar "closedcaptioning", with on/off values available.
* Only works if sounds are on. This is frustrating. I will see what I can do to allow it to work with sounds off in future, but for now it's dependent in order to properly accept or decline sounds.
* Thanks to MI for making that wiki page a lot more comprehensive a few days ago.
* Weapon ring is now a seperate sfx_wepfir instead of doubling up on sfx_thok.
* Also, made V_StringWidth work with V_NOSCALESTART.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
* CA2_MELEE/CA_TWINSPIN combination abilities (ground hit, somersalt) disabled.
* Enabled movement controls whilst using CA2_MELEE in the air.
* CA2_GUNSLINGER no longer requires charging. In exchange, it involves a cooldown in which you can't move.
* CA2_GUNSLINGER lock-on distance improved, and aiming allowance reduced to compensate.
* Lots of cleanup/gravflip allowances for homing/targeting code.
* Unrelated: Flickies now properly face the direction they're supposed to when getting knocked out of the egg capsule.
* Unrelated: Thok trail fades like spindash trail now.
* Unrelated: Using CA_HOMINGATTACK when nowhere near an enemy uncurls you.
* Mildly hacky proof of concept! Will de-hack later.
* Charge up your ability!
* You can only damage others if it's at full power.
* Fires directly at enemies/bosses when at full power. Does NOT aim at players.
* Melee now has a proper weightiness to it with a landing frame.
* If you have twinspin too, do a somersalt when running and hitting the melee button.
* If you have melee, go into the melee landing frame when twinspinning into the ground.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
* 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