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A Hat in Time (Windows, Mac OS X)/Unused Object Code/Level Objects

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This is a sub-page of A Hat in Time (Windows, Mac OS X)/Unused Object Code.

General

Teleporting Doors

Originally, if a teleporting door (a door that moves the player to a different part of the map instead of literally just the other side of it) didn't have a destination door set, you wouldn't be able to enter them at all, according to commented-out code. This is never the case in the final, but in the case that it does happen, the player simply opens the door and walks through it, no harm done.

Badge Seller

The Badge Seller's class file has a coding check for a Time Piece count, and whether he should appear in the Spaceship Hub. Naturally, this coding never completes, as he never appears in the hub in the final game. However, Badge Seller, is present in the hub even in the current final game, but never appears. He's standing just outside the Subcon Forest bedroom door, in the main room.

Hat Kid

There's a lot of leftover coding in Hat Kid's class file for a bunch of old, unused concepts and game mechanics. Most of the coding for these would be removed in future updates.

  • There is coding support for Sand Skating, the replacement for the Sandmobile before Sand 'n Sails was scrapped and turned into Alpine Skyline. The particle for Sand Skating is defined in the class file and is always loaded.
  • There is quite a bit of unused and mostly commented-out coding that would handle Water Flasks, the primary mechanic of Sand 'n Sails. The coding keeps track of how many flasks she has, there's coding to refill the Water Flasks upon entering any body of water, there's coding check if Hat Kid is inside a Hat_DeadlyHeatSafeVolme, and to begin draining her water supply if she isn't. There's also coding to activate and display the unused red vignette post process effect if she's outside a safe ring and out of water.
  • Hat Kid still has a sound variable defined for the bottomless pits in the Beta builds, even though the sound isn't used anywhere in the final game.
  • There's still coding and support for interacting with the scrapped Mafia Shark enemy from the Alpha and Beta builds.
  • There is coding support for the scrapped Community Stamp Polaroids feature.
  • Hat Kid is fully set up to be able to use stylish moves by pressing the crouch button immediately after attacking with the Umbrella or delivering a homing attack, but is disabled by a simple const. A video of the stylish moves restored can be seen here
  • Coding and support for handling jumping into the Sandmobile is present and still fully functional even in the current final game. There's a lot of functions in her class file that take Vehicles into account, despite the final game not using Vehicles at all.
  • There is coding to support using the unused Snatcher Teleporters from Subcon Forest, and still remains fully functional in the current final game.
  • There are still references and coding to handle displaying the unused Long Jump and Kick Attack particle.
  • There's coding for some kind of "Ability Drain" functionality. Currently unknown what it was intended for and what it does. None of it runs due to being blocked by a const.
  • Hat Kid has a 'Touch' Event that is used for exclusively checking if she's touching a scrapped Yardang Ramp's collision component, and if so, she obtains the unused Sand Skating status effect. This coding would be removed in a future update.
  • Hat Kid has coding support for the unused Kitten Hunt minimission that was intended for the Moon (and can still be accessed in the initial release of the game!), which would be dropping a Moon Egg if she takes damage while the minimission is active.

Mustache Girl

There is commented-out coding in Mustache Girl's player class to add a weapon to her inventory, which is a weapon called "Hat_Weapon_Spraycan". There is no spraycan weapon in the final game, nor is there a class file for it.

Cannonball Projectile

There's a lot of commented-out coding to spawn K Actor physics debris upon exploding. K Actors have been natively disabled in the final game, and do not spawn.

Skeletal Mesh Actor

There's a commented-out function called "PublicSpeechBubble" that would spawn a small speech bubble to display dialogue. The itself even has a Broadcast call at the start to log in the console that the function should be deprecated.

Sideways Spring Boards

There is an extensive amount of coding for supporting Spring Boards in the game that would bump players sideways, but all of it is blocked from activating due to a const. If restored, the coding works for the most part, but is a bit buggy. All of the coding for this feature would later be removed in an update.

Treasure Chests

Has a Sketchbook component, meaning that all treasure chests in Subcon Forest would be able to show up on the scrapped map system.


Battle of the Birds

Floor Panels

The Floor Panels seen in Train Rush have an unused, commented-out function called 'SetMaterialValueMesh', which would handle changing values in the material the Floor Panel was using. A different function handles this instead. The only real difference between the two are the parameters they take; they both achieve the same result in the end.

Conductor

The Conductor still has coding for clicking his walkie-talkie, something he only did in the Beta builds.

Firework Rocket

There's a fully functional and used bit of coding to play an audio component after being fired, of which the pitch increases as the rocket nears the player, and decreases as it gets further away. The only problem is that the audio component is never assigned a sound, so it remains silent in-game.

Moon Car Vehicle Check

For some reason, the damage function in the Moon Car class has coding to handle detecting if the player got hit by the car while driving a vehicle. It's completely unknown what this coding was intended to accommodate for, as no vehicles that the player can utilize were ever seen or have been known to appear on The Moon. Note that this coding was not present in the Beta's version of this object.

Subcon Forest

Bonfire Leftovers

The base class for all bonfires contains quite a few leftovers for various mechanics and features from earlier builds. All bonfires originally spat out Pons and other prizes when completed, and there still exists commented-out array of Actors that would've been used for it, but the coding for actually spawning the items is long gone. There's still references to one of the functions for it, 'EmitContent', in the 'PostComplete' function, commented-out.
There's also a particle system called 'TentacleParticle', which is set to an otherwise unused particle system, but is commented-out in the default properties. This particle system can only be seen in prerelease screenshots and footage; no coding for it exists in the Beta builds or the final game, spare the aforementioned variable. It can be seen attached to the nearby Fire Spirits in the prerelease media it appears in. There's a function related to the tentacles as well, commented-out in the 'Tick' Event, called 'UpdateBonfireTentacleParticlesRotation'. The function is not present in the coding file at all. The Bonfires have a Sketchbook Component, which would have allowed for it to appear on the scrapped Subcon Forest map system. Finally, there's commented-out coding in the 'Touch' Event that would handle the unused beehive objects touching the fire: they get destroyed instantly. This would allow for easy cheesing of the beehive challenges to easily get their prizes.

Bonfire Barrier Spline Coding

Within the barrier's 'Tick' Event, there exists commented-out coding that would handle moving "SplineComponents", an array which no longer exists in the coding file at all. In the final game, the Bonfire Barriers are all Actors that used a simple model, with no splines used at all.

Goo Pipe Lid Behavior

The large metal pipes that appear out of the ground in Subcon Village when going to fight the Toilet of Doom have a couple commented-out values for variables set that would determine how the lid on top of the pipe bounces up and down. The old variables were 590 and 50, while the new ones are 150 and 100.

Dweller Fruit

Coding that could also be seen in the Beta's version of the object, the Dweller Fruit were originally planned to give different powers to Hat Kid, rather than just always explode. There's an enum list of results that could happen upon absorbing a Dweller, which are: "DwellerAbilities_Jump", "DwellerAbilities_Speed", and "DwellerAbilities_Explosion". There's also a "DwellerAbilities_None", which would presumably do nothing at all. No coding for these alternate abilities exist in any public version of the game, and these enums and related coding to the abilities would all be completely removed in a future update for the game.

Dweller Object Mode

Dweller Objects have a 'mode' variable that would change what kind of Dweller Sphere that object would react to. 0 would be normal, and 1 would be for the scrapped Star Core objects. Nothing in the final game uses this alternate mode, and when DLC 2 released, all native visual support for this mode was deleted. The alternate mode still works, but there is no visual indication that it does.

Forest Dwellers

Each type of the Forest Dweller has an unused decal variable that is disabled in its coding that would give a fake lighting effect on the ground below the Dweller. According to a comment next to the variable, the effect was disabled due to performance issues in the Toilet of Doom Act. A future game update would delete the variable completely.

Forest House Shutters

The object for the little eyes that shut their windows in Subcon Village have a Sketchbook component, meaning that all of the houses in Subcon Village that have a shutter would've appeared on the scrapped Subcon Forest map system.

Lantern Hookpoint Flame

In the Beta builds, the lanterns the player could swing on in the Subcon Caves (Well) had a flame particle inside of them. This was removed from the final game due to the particle not swinging with the model anymore. This particle effect somehow broke as early as February 2016, as it can be seen in its broken state in developer stream footage of Subcon Forest at the time. Instead of fixing it for the final game, the flame effect was completely disabled, and has not been restored in any game update.

Mushroom Spring

A commented-out 'PostBeginPlay' Event would've tried to scale its Light Component. A comment above the Event states that it was disabled due to it being Static Lighting, which cannot be modified like this.

Subcon Paintings

They have a Sketchbook component, meaning that they would show up on the scrapped Subcon Forest map system.

Snatcher Minions

Although only 1 Snatcher Minion (Of this class file, anyway) is loaded in the final game, the Snatcher Minions have coding for spawning and despawning, which involve scaling of the model for each. The one Snatcher Minion loaded is the one that appears at the start of Subcon Forest before you get trapped in Snatcher's net. As he's already standing there when the level loads, the spawning animation is never seen. After the player gets trapped in the net, the Snatcher Minion runs off, but just pops out of existence at a certain point, and doesn't use the despawning animation. They have programming to use the despawning animation if they are defeated, however, they are also programmed to be invincible to all forms of damage. Furthermore, they would only use the the despawning animation if the damage type that killed them was a specific damage type, Hat_DamageType_Shadow, which the player cannot attack with.


Alpine Skyline

Zipline Hookpoint Sand Travel Map

There is coding that is disabled by a const that would open the unused Sand Travel Map HUD upon hooking onto one, and closing it when the player detached from the zipline for any reason. All of the coding related to this functionality was eventually removed in an update.

Sand Travel Node Map Color

Sand Travel Nodes, the Actors that initiate the Ziplines of Alpine Skyline, have an 'unused' variable called "NodeColor", which has a comment next to it that claims it's been deprecated. Despite that, if the unused Sand Travel Map HUD is restored and opened, the variable works perfectly fine, which determines what color the Zipline path appears as on the map. The variable cannot be edited per instance, however, and can only be modified with a custom script that targets it and modifies it. By default, the color it is set to is a purple-pink color.


Time's End

Number Ticket Dispencer

There is a commented-out function called 'CanBeInteractedWith', which would check if Hat Kid had already taken a number from the machine, and if she had, it wouldn't let her take another one. In the final game, Hat Kid can humorously take as many tickets as she wants.
There's also some commented-out coding from the class file it extends, the sunglasses dispencer from Dead Bird Studio. All the coding would do is make Hat Kid face the camera and do a little victory dance.


Time Rifts

Time Rift Gates

There's commented-out coding related to the Location Banner Dream Depth feature mentioned in the Player Controller in the System Objects section. All of it would be removed in a later update.