Instead of searching for walls around the player, and then deciding to make the radius tighter if it found anyway, it instead checks if the waypoint it's trying to predict towards was blocked by any walls / hazards.
Needs adjusted some, I think its being pulled back too hard sometimes, but I am optimistic about some of the improvements I already saw.
You can run on water in any case where you would have
slope resistance AND your speed is over 100%. You may run
on water regardless if you're speed is above 200%.
Set a sidedef's midtexture to "TRIPWIRE" to turn that line
into a tripwire.
Players can't drive through a tripwire and will bounce
back at high speed if they're in one of the following
states:
1. Invincibility / Grow
2. Sneakers
3. Flame Shield dash
4. >200% on the speedometer
Hitting a tripwire plays a sound, sends you into hitlag,
then plays another sound when the hitlag is over. The
sounds used depend on whether you can drive through the
tripwire.
- Added a hitlag cap of 18 frames (can be decreased to 12 if it's too much)
- Hitlag amount can't be reduced, only increased
- Hitlag added is the same between both objects, instead of being different between the two
- Objects in hitlag can be interacted with again with TryMove (I was too nervous of it but it's fine in Snap lol)
- Rebalanced the damage hitlag lengths to make it feel relatively the same with all of the above considered
- Solid objects have new bouncing physics, it's a mix of the object bumping and wall bumping. It replaces the "solid" option on K_KartBouncing.
- Goomba stomp momentum is decided in K_KartBouncing itself instead of needing to be manually passed in as a boolean, so you'll be able to goomba stomp all objects instead of just players.
- Fixed bumping not carrying all of its intended momentum, due to a bug making friction apply very strongly.
- Sprite tilts back and forth 5.625 degrees, two tics each
side, for 17 tics (half a second).
- Turning is ignored--as if in the air--every other tic
during those 17 tics.
Art is missing, but functionality is complete.
The kart corpse is also placeable as type 4095. No way to set its color currently, it simply defaults to SKINCOLOR_RED.