Also, the start of my improvements to CA2_MELEE. Users of that abiliy can only damage enemies/monitors if they touch the front of the player object, but to make up for it, the player is no longer forced away from the direction of the screen at bigger movement speeds.
* Takes function(player, mo) input.
* Return TRUE for stating that yes, the player is in a state that can cause contact damage, do with that what you will.
* Return FALSE for stating that no, the player is weak and vulnerable and cannot cause contact damage, do with that what you will.
* Return NIL for allowing the function to continue regular operation.
Fills a different ideological niche than ShouldDamage - that's for determining whether damage dished between two objects should happen, this is for determining which way around damage should be dished when considering a player-object interaction.
Or, in other words, think of it as "ShouldDamage is whether damage that has been requested should be granted, for object-object interaction, while PlayerCanDamage is for whether global player properties should cause damage to enemies and monitors in the first place, like spinning, hammering or stomping."
* Move HUD text's anchoring to underneath STR instead of above Lives.
* Adjust chat position slightly, to take advantage of SRB2's HUD layout having less content towards the bottom (unlike Kart, where it has roughly equal).
* Fix Match emeralds not displaying while in tab rankings with all-seven invuln/shoes bonus active.
* 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.
* Like Kart, remove cv_precipdensity.
* Like Kart, replace "Infinite" draw distance value with "None".
* Better thinker with more return optimisation.
* Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.