* Do that thing where the character icons are ALWAYS 1x sized, through having two seperate lumps.
* Revamp the S_SKIN parameters to be `facerank` (rankings - equivalent of half-scale old face), `facewant` (WANTED - equivalent of old face), and `facemmap` (equivalent of old iconprefix).
* Do that thing Oni wanted where it shows two postions above and two positions below your current ranking (and you) to the left of the screen, instead of always the top 4, with some limits to avoid drawing outside of everything.
* Replace the last few shitty Mario numbers (for the left rankings) with cool, new Oni numbers.
* Change a bunch of offsets and things so the tab rankings and the intermission work nicer with 9+ players.
* 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.
A lot more similar to the code used for player wall bumping, and is much less likely for you to just... pass through the object if you keep trying hard enough.
Also, falling rocks get pushed aside by invinicible players with no resistance.
* Uses the in-game timer element to draw its times.
* This includes showing them time emblems-to-get!
* good night sweet prince
* Make the emblem time use the same ' and " as the normal time.
* They're clearly not quick enough at the job, since it causes a bunch of silly race conditions.
* Instead, K_UpdateHnextList and K_CleanHnextList are in charge of removing them, which are called in the circumstances itemamount (and itemheld/eggmanheld) is changed.
* Also, tweak a few places so that trailers AND orbiters can use the same system.
Also, some minor thingies.
* Turn all the useless ```if (a) { A } else if (!a) { B }``` bullshit into ```if (a) { A } else { B }``` bullshit.
* Fix up some minor inaccuracies in the playerarrow stuff that doesn't result in creating more sprites.
- Banana drag timer resets when placing one, for x3 & x10 bananas
- Banana dragging spawns transulcent dust
- Dragging bananas make them twitch up & down
* Activates when there are less than two non-spectators in a netgame.
* Shows flashing text at the bottom of the screen.
* Prevents drawing several UI elements that only make sense with multiple players.
* Prevents matchesplayed being increased.
* Improve the mapreset timer's behaviour.
* Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0.
* Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to.
* Hide some other stuff that might've been visible for no good reason.
* Improve Mirror mode.
* First person now works with it!
* Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
- New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
- Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
- 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.
* Deaths in record attack no longer put you into a glitchy singleplayer game-over state that we somehow both kept around and also broke since we branched Kart off of Vanilla..
* Fix non-standard mapscales making the Death Egg respawn octagons dissasemble themselves.
* Allow for MULTIPLE TIME EMBLEMS PER MAP, at least in the emblem UI on the timer. It shows all completed emblems plus the uncompleted emblem up to a total of three.
* Major tweaks to the First Person HUD.
* I know this was your baby, Sal, and some of the changes may prove controversial - so I've put the ones that are likely to cause the most fuss inside an ifndef block, so that you can toggle it as you please with minimal code changes.
* Dontdraw-ness, transparency, and colorization match the player's object!
* Moves around on the screen with respect to the direction of the player object's motion, to make drifting look nicer!
* Flashes the colour of your drift sparks.
* Did a WHOLE bunch of things with respect to music. I'm not sure how to describe this, so I'll go through step-by-step.
* Countdowns now play the drowning music again.
* Removed/disabled extraenous P_RestoreMusics.
* Made map-ending music called by its own function, P_EndingMusic(player_t *player).
* Made the ending music play on the LAST player crossing the finishing line in splitscreen, rather than first.
* Make dead players spinout and clip through the floor, at least until we add the new death anims.
* Fix prior pogo spring usage making dead players fall faster.
* Make the time over countdown use the kart font when not splitscreen with 3 or 4 players.
* Removed a weird bonus HWR_DrawCroppedPatch function signature in the hardware header.
- SPB multiplier depending on 1st-2nd distance
- Removed the Battle-only k_poweritemtimer (hold over from when you could easily get invuln items all of the time), replaced it with a 2 invincibility item cap in ALL modes.
- Spinout is affected by boosters, *properly*
- Can no longer strafe while spinning out on speed bumps
- Messed with how other items interact with speed bumps, again.
- Old bounce code has been ported for non-players
- Fixed Karma players being able to do anything after the round has ended.
- Fixed sneaker and spinout timer weirdness
- Fixed Mines still being hold-use
- Fixed rubber-burn turn not working
- Removed redundant k_spinout and unused k_boosting variables
- Filled out the Color_Opposite table with Kart's new colors. Not really relevant right now (besides some extra Lua functionality) since nothing uses it, but will be nice for if we do the signpost from the sky idea.
It now does its job properly: repairing races when there is one straggler far in the back.
- Wipeout instead of spinout, to prevent cheap deaths
- Lose all of your items when you get shrunk.
- You cannot pick up any items while shrunk.
- x2 duration.
- Appears in the very back, with 10% chance.
- Fix merge issues
- Update invincibility flash to use its own object instead of MT_OVERLAY, so extra hacks don't need baked into overlay thinking
- K_SpawnSparkleTrail can accept mobjs now, since there really wasn't any reason it needed a player.
- Comment out a few old MK/vanilla SRB2 effects for now
Anyone in the top 50% gets winning music & blue position, everyone below
gets the losing music & red position. For odd numbers, it rounds up.
2p: 1st wins, 2nd loses
3p: 1-2 win, 3rd loses
4p: 1-2 win, 3-4 lose
5p: 1-3 win, 4-5 lose
6p: 1-3 win, 4-6 lose
7p: 1-4 win, 5-7 lose
8p: 1-4 win, 5-8 lose (SMK)
12p: 1-6 win, 7-12 lose (modern MK)
16p: 1-8 win, 9-16 lose (max player count)
In big netgames you won't just hear the losing music all of the time now
:V