* Bubblewrap shield bounce now no longer allows thokking post-bounce, but still allows bouncing
* plus a bunch of tiny changes to clean up code around the place.
* 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
FF_ANIMATE additions: globally synced animations
FF_GLOBALANIM = makes the animation synced to the level's timer, so all objects will display the same frame at the same time
![](https://dl.dropboxusercontent.com/u/3518218/22/srb22-0008.gif)
I mean, doesn't that look so much prettier?
There's also some changes to FF_MIDDLESTARTCHANCE (FF_ANIMATE behavior was split due to not acting consistent between that and SPR2 behavior).
See merge request !46
* introducing the new friend, SH_FORCEHP (which is used as a bitmask to get the extra hitpoints of a force-shield user)
* P_DamageMobj now considers the unimplemented shield constants as well as the implemented ones.
* When not pressing any direction, you now go backwards by default - to emphasise that this is primarily for defensive, not offensive, purposes.
* The camera can now handle the player going backwards without them going completely off-screen.
* Fixed some overzealous checks.
* The spinfire ring is now capable of damaging enemies. (god, what a terrible hack this is)
* When ground pounding, you now bounce off the floor a little bit to make the ability less spammable.
* The Dodge Dash
* Allows you to dash - no control, no falling, no key response - for 2 + (number of extra shield hitpoints) tics.
* If you're holding movement keys down, you dash in the direction you're holding - otherwise, you dash directly forward.
* You're spinning (spindash spin, not jump spin) until your dash is over, then your momentum is cut down significantly and you end up in falling frames.
* It may not necessarily be super useful for Sonic, but it helps the other characters.
* http://gfycat.com/BogusFailingFritillarybutterfly
* http://gfycat.com/PoliticalIdealisticBallpython (outdated speed, shows any direction)
* Camerascale, shieldscale, height and spinheight are now player attributes which are set to the skin attribute on skin change, not read directly from the skin.
* P_GetPlayerHeight and P_GetPlayerSpinHeight are now macros instead of functions.
* Extra protection against switching to a locked skin.