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Add badguy property to activate/deactivate badguys in groups #2964
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This adds a 'load-group' property to badguys, which ensures that multiple badguys tagged with the same load-group string will be loaded and unloaded together. In particular, this makes it possible to synchronize flying snowballs and jumpies -- and keep that synchronization, even when the player leaves the area and comes back. Doing so makes the level appear more real and prevents players from making parts of a level easier by carefully walking toward them and desynchronizing the badguys (or harder if they have bad luck.)
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Putting two jumpy badguys in the same group will ensure they are activated/deactivated at the same time; as a result they will maintain synchronization, no matter how quickly Tux approaches them.
Related level design issue: #2318 .
I'm not certain this is the best approach to solve the synchronization problem, but it is the simplest thing I could think of.
I've only edited one level ("Above the Arctic Skies") to use this feature, and can edit more if people wish. (Although where exactly to use this feature is a matter of taste.) I've only tested this with jumpy enemies and floating snowballs so far; while I don't expect other badguy types to break with this, I don't know the code well enough to be certain. Names are hard to change after the fact, so suggestions for improvements are welcome.