* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
* Put diagonal blue spring in config.
* Red and yellow Boost panels!
* Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better.
* https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif
* Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes.
* Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability!
* Banpyura!
* A Crushstacean with a spring instead of a crushclaw.
* https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif
* Wanted this for a while, finally added it.
* Improved springs.
* Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground.
* Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity.
* Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
* Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN.
* Make directionchar "lag behind" a little bit in waterslides.
* Improved flame jets.
* They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1!
* Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!)
* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Improved ZB config.
* Add above new types.
* Add Blue Diagonal Spring, which existed in the source but not the config.
* Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
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.