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

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

Hat_AnimBlendByHidingState

There exists a chunk of coding, completely commented-out, that would call when the EHidingState is 'Enter' or 'Exit', and would call an unused function called 'Refresh'. The purpose for this function is not yet clear.

Hat_AnimBlendByPlayerMove

There exist a few different unused Enums for changing Hat Kid's animations depending on how she moves. There's 'LongJump' and 'JumpKick' present among the enums. Jump kicks were a secret feature in the Prototype builds, while the long jump was hidden away in one of the Prototype builds, normally not able to be triggered. Needless to say, these methods of movement were scrapped a long time ago, and aren't used in the final game at all.

Hat_AnimBlendByStatusEffect

There's an unused enum for this anim blend node, which is for a status effect not seen in the game since the Alpha builds. The Electro Badge has long since been unused, and no animation for Hat Kid exists for being electrified. Mafia Boss, however, does hvae an animation for it, which is unused as well.

Hat_AnimBlendByWeapon

There exists an unused type of weapon for blending animation for Hat Kid. The Magnifying Glass Weapon, for which Hat Kid does have an (unused) animation for holding, would've used this enum. When DLC 2 came out, this enum's name was changed (but only if the player owns the DLC) and was used for the Nyakuza Metro Baseball Bat Weapon.

Cheat Manager

The system the player can use via the developer console has a commented-out function that was meant to test spawning native classes. This is the only known case where the 'Hat_TestNativeClass' class is used.

Commands

There are many different commands that can be entered into the developer console, usually meant to test things and debug features. There are far too many to list here, but there are some noteworthy ones. In particular, there are some commands that are leftover from much earlier builds of the game that test unused content and scrapped mechanics. Most of these are hidden behind checks to make sure you're in the game's Modding Tools, and thus cannot be activated in the cooked game without hex editing or cheating.

A command to test out the scrapped 'Time of Day' HUD.
Commands to give, remove, and refill the player's water flasks from the cut Chapter, Sand 'n Sails.
A command to open the Loading Screen HUD while opening an unknown map called 'testmap'.
A command to open the unused FPS Monitor HUD.
A command to give the player 50 of each of the scrapped Mafia Tie items.
A command to give the player "murder clues", of which it tries to give the player clue files that aren't in the final game at all, indicating that they're leftover from the Beta version of Murder on the Owl Express.
A command to give the player the unused Tumbling status effect.
A command that gives the player all of the Subcon Forest contracts, including the unused Bonfires contract.
A command that spawns the unused vehicle version of the scooter.
A command that spawns the unused Idiot Bot class and activates it.
Two commented-out commands that would: display all active, completed, and turned-in Snatcher contracts, and the other would 'ping' all players in the current level.
A commented-out command that would spawn the unused "Hat_PerfMeasure" class and set it to do a short FPS test.
Two commands that were used to give feedback on levels that playtesters would play. One of them tells the developers that the level design is good, one that that tells them that it is wrong.
Another commented-out command that would open the unused Sand Travel Map HUD.
A command that actives mirror mode, a mode that wouldn't officially be implemented into the game until DLC 1 released.

Game Manager

Before the new Co-op mode was added for the release of DLC 1, this class file had complete support for the old, unused Co-op mode, which involved players respawning through the unused Respawn Crystals object at set locations in the level.
There is still some coding leftover from the scrapped Community Stamp Polaroids system, which dates back all the way to the Beta builds.
The function to take the player to the scrapped Winter Bookstore map still exists, but most of its coding is commented-out and it's always set to return false.
There is a function to check if the game is running in the unused New Game Plus mode, but it always returns false as well.
There is a commented-out function called 'LevelHasFastRespawn'. No such variable exists for levels in the final game. It's possible this was a variable that would've been used back when bottomless pits resulted in instant death.

Mission Manager

Roughly 85% of the coding in this class file is unused. All but two of the functions have been commented-out. The numerous variables and functions leftover are from an older version of how the game kept track of the current minimissions going on in-game. It had support for:
The old 'Collect' Minimission from the Caclite era of development.
The Time Thief Minimission from the Prototypes.
The Time Limit Minimission.
The Objectives Minimission.
The Ghost Racing Minimission from the Cosmo Prototype.
The 'Murder' Minimission that could be found in the coding of the Beta builds.

Loadout Menu

There is coding in the 'ResetBackpack' function that checks if a 'Beta Mode' is active, and if so, modifies your inventory depending on the mode.
If the mode is "BetaMode_MafiaAllUnlocks", it gives you the Umbrella weapon and all Hats except for the Time Stop Hat but excludes the unused and scrapped Floating Hat. This seems to have been used for the Pax East demo in early 2017.
If the mode is "BetaMode_Murder", it gives you the Umbrella weapon, the Brewing Hat, the Ice Hat, and the Sprint Hat. Can be seen in footage of the Gamescom demo.
If the mode is "BetaMode_Speedrun", it gives you the Umbrella weapon, the Sprint Hat, and the Hookshot Badge, exactly as it does in the Speedrun builds.
If there is no mode set, but it still detects a 'Beta Mode' being active, it gives you the Dweller Mask, the Brewing Hat, and the Ice Hat.

Hat_PawnCombat Health Bar

There exists a MaterialInstanceConstant variable for a health bar material with the unused Pawn Health HUD. The material is set to be the same exact one as Snatcher Kid's was from the Alphas and Betas. This variable was later removed in an update.
There's also completely functional coding to display the damage counter numbers from the Alpha builds, but never shows anything because the number materials aren't assigned in the class file. Assigning them even in the current final game allows them to display again whenever the player or an enemy takes damage.
The goop effect, or the 'bad chocolate' effect seen in very early screenshots of the game is still intact, and works flawlessly.
There is also support for the electricity effect the scrapped Electro Badge would given enemies, although it's obviously never used in the final game.

Player Controller Base Class

There's an unused native function called "GetAllActorComponents", which wasn't used by any class file in the game except the scrapped Subcon Map system HUD. This native function was actually deleted and removed in an update. The function would scan the entire level for every Actor and get each Actor's components. It was basically used to scan for any Actors that had a Sketchbook component so that they could appear on the map.

Player Controller

There is fully functional support for the unused Co-op Respawn Crystal system, which was later removed in DLC 1.
There exists coding, when a Location Banner is opened, to check its "DreamDepth" variable, which long since been removed from that HUD's class file, and if it's above 0, it'll try to retrieve localization that does not exist in any known build of the game, and then attempt to display the localization along with a subtext localization string for what floor you're on. This was all intended for Purple Rifts, where instead of showing the player's progress at the bottom of the screen for a few seconds each time they access the next floor, it would display a Location Banner that would likely display the name of the rift and the current floor as the subtext. All of this functionality was completely removed when DLC 1 released, and could be found in the 'OnOpenLocationBanner' function.
There's a console function that exists which was removed from the game in a later update that would open the old menu from early prerelease builds, which is called "OpenOldMenu".

Swimming Player Controller

Diving is still fully functional as it was in the prerelease builds prior to the Speedrun builds, but is simply disabled by a const.

Hat_SaveBitHelper

Still leftover from the Beta, it has references to two unused Mafia Town maps, "mafia_town_rainy" and "mafia_town_sunset".

Hat_SeqAct_OpenLocationBanner

The variable used to determine the floor number on the banner is here, which was mentioned above. It's long since been removed in an update.

Hat_SeqAct_SetCheckpoint

There's a commented-out integer variable called "IslandID", likely intended for the Sand Islands from Sand 'n Sails. There's no coding anywhere else in the game that acknowledges this variable. It was rather quickly removed in an update for the game.

Hat_StatusEffect_BadgeHover

The coding for the No Fall Damage Badge has older, commented-out coding from when it was still the Hover Badge from the Beta builds. There's variables for how much the player can move while airborne, how fast they'll fall, and how fast they float.

Hat_StatusEffect_Stoning

This is the status effect used when Queen Vanessa catches the player. Note that in the Alpha builds, Queen Vanessa did indeed turn the player to stone instead of freezing them. There is a commented-out 'OnRemoved' function that would allow the player to revive and freely move about again if the status effect were removed. However, this wouldn't make any sense, as Queen Vanessa, who is intended to be an insta-kill, would have no reason to let the player go after catching them.
There's also commented-out coding to make the player take 99 damage when the material effect for the ice on the player is complete. In the final, it simply restarts the level.
But what has to be the most interesting unused coding for this status effect is unused speed multiplier code, which, if it wasn't commented-out, would slow the player's walking speed more and more as the ice material effect on the player gradually completes. In the final game, and all prerelease builds that feature her level, Queen Vanessa grabs you, so it wouldn't make sense to even bother slowing the player's speed. This coding, alongside unused animations for Vanessa for 'seeing you', would suggest that she would originally stone the player from a distance instead of grabbing them, perhaps so long as the player was in her line of sight.

Hat_StatusEffect_TimeStop

There's still a fair amount of coding and references leftover to make Hat Kid look like Snatcher Kid, a la the scrapped Quick Dodge Badge from the Alpha builds, implying that the Time Stop power was built off of it.