* Slightly bigger visual size!
* Light-shadow!
* Makes player fullbright if you have it!
* Visuals finally removed instantly on shield drop!
* Uses dark background for item icons!
* Goes behind the player on some frames, faking layering!
* Replaces the CZ64-era hopping Mario guys.
* ~50% randomised colours!
* 1/9 are FANS!
* On mapload, some Chao select a random player in the server (even spectators) as their idol.
* The fans cheer for their idol when they cross the finish line in a winning position!
* They also sob when their idol loses.
* The remaining percentage are the canon Aqua.
* Minor on-field spikeball/fake radius alterations requested by Oni.
* Shield Drop...
* Whatever you've got orbiting or trailing you, DROP THEM WHERE THEY STAND. (Except for the ghost sink. That one's OK.)
* Pops your Thunder Shield.
* Happens upon ANY hit, except for deathpits.
* HUD Drop...
* Also does the above, except for the Thunder Shield thing.
* If there's any item left in your item box, pop it out as a little hovering, rotating Minecraft item!
* You can pick up the Minecraft item by driving over it if your item box is sufficiently empty, or the item which is contained within it is of the same type.
* Happens upon Size Down and battle elimination.
* Can also be forced on with `cv_kartdebughuddrop on`!
* Some other random stuff.
* Fix a bunch of `a->scale = b`'s into `P_SetScale(a, b)` form, for maximum validity.
* Make K_CleanHnextList and K_UpdateHnextList one function, since they only differed by one continue clause (and the type of their input parameter).
* Allow shrunken players to pick up item boxes again.
* Fix MF_NOCLIPTHING. (Gonna pass this fix to vanilla when I get the chance, too.)
* Break NiGHTS a little through my machinations.
Sink would only spawn its trail ever if you threw it on a tic that was (leveltime % 4 == 0), because it called its action every 4 tics instead of every tic
Sink shield that makes it double-press to use, gives the trailing item slowdown, and shows other people that you have it, but doesn't have any collision
* Flashing Eggman-hit players.
* Fix typo with Rocket Shoe item bar, and make it extensible for potential future purposes since I was fiddling with it anyways.
* More complete playerarrow visuals for various items.
* Eggman fake (and debug) item get sounds.
* Make Orbinaut Shields animate at 3 tics per frame, not 1.
* Make dead items flash in and out of visibility.
* Related to above, fix a few circumstances where returning was not properly handled after removing a mobj in mobjthinker.
- Ballhog has explosion + sound on death
- Ballhog shrinks to nothing if it didn't hit anything
- Replaced a Mario sound on Orbinaut
- Fixed Jawz's sound effect
- Fixed Mines not being removed on death pits
- You can bump other people during spinout.
- Bumping during spinout activates a "slow down" timer, which increases your friction after a few tics.
- You have a Smash-style dust effect after a spinout bump, indicating clearly if you'll slow down or not.
- Spring panels have a higher minimum forward speed, and you can no longer drop below that speed.
- New, separate type of spring panel that has a maximum speed cap, for small jumps.
- Unrelated: The SMK Donut Plains bushes now have much less thinker overhead.
- Unrelated: Fixed my earlier attempt at getting momentum redirect to work when you just hit the ground.
* Make MT_GHOST's dispoffset -1, so that at the starting line in record attack your player is always visible even when you have multiple ghosts in play.
- Peelout sound for sneaker boosts
- Flicky grab sound for stealing balloons
- Adaptive sounds for start boosts (drift boost for sub-optimal boosts, sneaker boost for good boosts, super transform sound for the frame perfect boost)
- Orbinaut rollling sound
- More Jawz states for later
- Jawz orbit their user in the right direction now.
- Banana trails made closer to each other
- wheels.lua hardcoded
- All held items take a double press, for consistency.
- Fixed Karma Items not being able to be collected by invincibility or hyudoro users