This prevents a mobj of NUMMOBJTYPES from being created and potentially crashing the game. Really, this happens only if you start messing with the mapthings of respawning items like rings/weapons/etc in the first place via Lua.
Replacement for Oldbrak mode, lets you set any scale instead of only
1/2, also modified some of Kart's scale shenanigans to be compatible.
Requested by Sev for Dimension Heist
- CHECK now works in Mirror Mode
- Lakitu flips in Mirror Mode
- CHECK now shows up in splitscreen, because why not
- Fixed a compiling error as a result of me attempting to revert wipeout
- Added kartmirror cvar, flips the screen & player controls. The
post-processing effect is currently Software only; will need an OpenGL
implementation but I don't know enough to make that happen
- Moved adminplayer = -1 setting to SV_ResetServer instead of
SV_StartServer
- SMK-style wipeout
- Using goldshroom removes some of its timer again
- Karma item boxes follow the player more closely
- "ATTACK OR PROTECT" no longer appears when you die if you've already
seen it
- Lua support for our SOC actions
- Fixed KARTSTUFF_LIST for Lua/SOC
- "Battle" is now an accepted word in level headers for setting
TOL_MATCH
- Default map numlaps is now 3 instead of 4
- Reverted making LF2_RECORDATTACK and LF2_NOVISITNEEDED default menu
flags, needs to be set manually now
* Lives position now more consistent between players in splitscreen.
* Ringslinger weapon bar is now at the same height as the lives pic, and also more centered horizontally.
* Begin tweaking emerald icon locations for ringslinger gametypes.
* Remove in-game team names from team gametypes, since this information is (mostly) conveyed by the lives pic.
Additionally, rename any remaining "srb2.srb" to "srb2.pk3" in the main source code files. Not sure whether to bother dealing with srb2.srb/srb2.wad mentions in project files for now.
- Fixed position numbers; orders by balloons first then points (before
it was doing it the other way around), and the leading players should
never display as like 3 or something if there's ties :v
- Messed with Boo & Feather frequencies to be less common in Battle
- Fixed the issue when a karma bomb steals a balloon from one of the two
last people standing, kills them, and comes back, and the game ends
anyway, giving two players the "win" bonus
- Removed karma items being able to pass their items to other karma
bombs. This never worked correctly in the first place, and I'm 95% sure
it's what's been causing people to be ghosts forever
- Enemies can no longer award points
- You should no longer get karma for "bombing" someone during their
invincibility frames
- Red shells have slightly more friction in Battle
The last change was a step in the right direction and there was more
item variety going on, but the differences need to be just sliiightly
more extreme
- Improve balloon-based items. Much more distinguished differences
between the different ranks
- Reverted Feather strafing. You can now just... properly move in the
air, if you're using a Feather or a Bounce Pad.
- Bounce pads are now stronger while using speed items.
- Fixed the long standing bug about offroad & ziplines working when
you're on FOFs above them. This is a tricky subject, so please report
any issues you may come across related to this.
- Shells should no longer travel to Mars, nor will they when using
bounce pads. They should now do a gentle hop.
- :WIP: new MP Player Setup screen, now shows character stats. Will
later feature the list of characters in a row of icons, and a backported
2.2 color selector with toast's permission
- Renamed "Match" to "Battle" :p
- Yet MORE minor cases where kartspeed & kartweight were being read as
fixed_t when they're freakin' UINT8's, people!
- Position faces are now drawn in Battle, categorized first by balloons,
then by points
- Balloon-based items, gives people who are worse off better items, and
people who are better off worse items.
- You can strafe while using feather or while using a bounce pad
- Reduced the strength of bounce pad thrust on items
- Increased bounce pad's minimum forward push on players
- Made Frantic Mode just a teeeeensy bit more frantic
- Fixed being able to use Feathers mid-air
- Fixed being unable to steal Feathers
- Drift sparks use frameangle instead of angle