- different min/max on capped spring pads
- turn the normally almost-useless "non-ramp sector" type into "wall sector", which disables both stepup AND stepdown instead of just stepdown
Less grow, less invinc, less ballhog, just a teensy bit less triple orbinaut, and SPB odds no longer scale with lower player counts like other power items do
* 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.
While I cannot guarantee the class of glitches that allows for additional items to be thrown/dropped has been completely obliterated, this DOES prevent the class of exploits that allows for "infinite items" (really just negative quantities not completely bounds-checked for).
* 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.
* Correct a typo on Sal's part that meant flashingtics would continually grow larger and larger, slowly drifting between different clients.
* A more robust eggmanblame system.
* Steal a point from Ballhog and give to Orbinaut.
* Make it based on the maximum number of bumpers someone has, not the average for everyone.
* Improve the odds a tad if you're Wanted.
* Tweak the score multiplication to give three points for Wanted and two for removing the last bumper (both disabled if you get the hit with a fake item).
* Allow Karma players to drop their Random box.
* These boxes flicker out of existence after 15 seconds.
* Causes a WAIT penalty, too.
* Remove some redundant PF_ATTACKDOWN stuff, given under the conditions the flag would be applied, it has definitely *already* been applied.
* 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.
* Place FREE PLAY in a less contentous location.
* Fix comeback timer being incorrectly offset from the center of the screen.
* Prevent vote drawer from nuking itself (visual-wise) at the start of the level fade following it.
* "kartvoices" cvar. Possible values "Never", "Tasteful" (default), and "Meme".
* Added a way to move quickly through the credits, rather than skip them entirely (hold spacebar or down arrow).
* Fix a few mistakes in M_ChangeCvar, some of which I introduced and some of which were weird in the first place.
* Tweak the offset of the arrows that let you know you can modify a cvar by pressing left or right (some via a patch.kart change, but others via tweaking the drawing location).
- Turning dust is spawned in the correct position
- Turning dust sprites are flipped
- Shadows display on the ceiling for flipped objects
- Drift sparks display in the correct position for flipped players
Will continue with item fixes tomorrow
- Banana drag timer resets when placing one, for x3 & x10 bananas
- Banana dragging spawns transulcent dust
- Dragging bananas make them twitch up & down
- 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
* 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.