- Mine: 4 -> 6
- Thunder Shield: 0 -> 4
- Bubble Shield: 0 -> 1
- Sneaker x3: 0 -> 1
- Banana x10: 0 -> 1
2 of the 3 shields added, included some items that normally only appeared for Karma items, and makes Mines much more common
The old condition for player movement was...
1. player hasn't finished
2. player not in pain, or player in pain but on the ground
The else condition to this is therefore player has finished or player in pain
and in the air.
I believe K_MomentumToFacing (prior to bots) was only for letting the player
turn around after crossing the finish line, to face the camera.
(K_MomentumToFacing also does nothing in the air.)
- Fixed the bugs with them in our last netgame
- Karma bombs are no longer slippery or have stat changes
- Karma bombs cannot pick up spheres. Their remaining spheres before they died are removed 1 per tic.
- Karma bombs are out of the game permanently when touching the overtime barrier
- When successfully hurting another player, instead of getting 0.5 bumpers, they steal ALL of the opponent's bumpers, effectively swapping places with them. One bumper is lost in the process, meaning bumpers are slowly flitered out the more people need to come back.
- Removed karma items/eggboxes... hopefully this is temporary and we can bring them back later, but currently we don't have a design for how they should work under the new rules :x. They are still in the code behind the `OTHERKARMAMODES` define
- Bumpers & comeback timer are now player_t variables instead of kartstuff shit
- eliminated boolean on player_t for checking when a player touched the barrier
Kart's manual player friction adjustments were being called after movefactor was reset, meaning friction changed but movefactor was default, essentially creating old 2.1 friction again
- Far more inclined to give you Orbinaut, Jawz, Invincibility, and Grow. Far less inclined to give you Bananas or Sneakers.
- Item odds no longer scale with bumper count differences.
Instead of doing its best to avoid P_DamageMobj, it embraces it, using the damagetype system to decide how the player takes damage. Overall less stupid.