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.
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
- 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.