Taking the old charge idea, but instead of missiles, it's bananas that explode on the floor and can only be lobbed forward. Charging creates more projectiles in a circle pattern around it.
Make them stronger by the same factor as acceleration is weakened. This feels a lot more natural, since your top speed tends to be higher on ice, which was making them feel strangely easier to climb ... even though driving on ice is hard mode (even in real life)
Also fixes an oversight where P_SpawnFriction was using the outdated movefactor constants from SRB2 instead of the ones from SRB2Kart that the rest of the codebase was using, by unifying it into one function.
PR_ITEM_ROULETTE is explicitly meant only for K_FillItemRouletteData, and nothing else is ever meant to use it.
May possibly be the cause of the dedicated overtime desync, but I am not convinced it is.
MobjList count
WIP: Checkpoints grant lap bonus
help?
can't allocate vector
fixed tagged line iteration and collision detection
Multiplayer animations and map retart fixes
Clear between maps
Takes two screenshots for a list of maps that have an "Alternate View Point" thing with tag 0 -- one intended for level select pictures and another for Discord Rich Presence. If no view point exists, the map is skipped.
Differences from Lua version:
- Does not set cusval
- Does not have individual states for pulley, hook
- Simply sets sprite on S_INVISIBLE
- Does not do P_CheckPosition, sets Z directly
- Does not spawn chain visual every tic
- Spawns a single object and vertically stretches it to
the correct length
- MT_IPULLUP has MF_SCENERY and a short-circuiting
thinker, also MF_NOBLOCKMAP so there is never any
collision against it (it is a controller)
- MT_PULLUPHOOK has MF_NOCLIP to avoid extra collisions
while moving
- Removed hitlag sparks and extra quakes from player death
- Removed dontdraw flag from NO CONTESTED player
- Moved most dead kart code to objects/destroyed-kart.cpp
- You can spawn in Tutorial Challenge, but only if a single can has been picked up already
- Don't print a (DEVELOP-only, but still annoying) error when it doesn't spawn in Tutorial Challenge
- CD spawns instantly
- 3x scale, scale down to 1x over 1 second
- Do not pickup instantly
- Afterimages in the air, additive
- Thrown arc straight upward, less high if player is
closer
- The goal here is to make it more obvious if a CD drops,
and make the CD more visible.
- Rainbow sparkles scaled up by x3.
- Play long "powering down" noise when a Prison with a CD
inside is destroyed.
- CD spawns after noise stops playing.
- Spawn a twinkle (Gainax).
- Flickers while "powering down" noise is playing.
- Enlarges and disappears in sync with the "CD dropped"
sound effect.
- Darken the map while all of this is happening.