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.
* Remove PF_THOKKED every time a successful damage bounce occours.
* When this happens, spawn a number of particles based on thokitem at half scale! (Optimised, again, for MT_LHRT.)
* Also spawn these particles when a successful spring boost occours, as well as playing a twisted spring sound.
Also, some other related tweaks:
* Optimisations to A_VultureBlast, which was used as a base for the particle creation.
* Make the Metal Sonic boss use P_PlayerCanDamage instead of a custom, somewhat broken player damage detection mechanism.
* P_SpawnGhostMobj takes colorized into account.
* Fold Tails propeller damage into P_PlayerCanDamage.
* When performing an Attraction Blast, place the player in roll frames.
* Update all conditions preventing SH_PINK to incorporate thokitem and spinitem as well.
* Buff MT_LHRT travel distance at slow speeds.
* Re-fix chat HUD position, and make it not move in match (which it needed to do in 2.1).
* Fix HU_drawPing for the new palette.
* Change the condition for greying out players, since the current one was buggy.
* Allow for tokens on the coop MP HUD, and use the small emeralds so there's space for them.
* Fix the mapping between skincolours and name colours in new chat, specifically to take into account every possible text colour (as opposed to the port previously done, which only used the 2.1 text colours and looked like ass as a result).