They will no longer do it on a whim after getting bumped out of position of hitting walls, instead checks if they're trying to accelerate and they physically can't.
Values are subject to tweaking.
(AngleDelta stuff is a leftover of the previous attempt, but I think the code's useful so I kept it in this commit anyway)
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.
Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.
If nothing else, the hard engineering problems are solved and it's just bug hammering...
I don't think this has ever caused issues (numbulbs is just for HUD), but the drawn bulbs on start up might as well be synched if the starttime needs to be resynched too.
While in the air: release accelerate while at nearly-still speeds, and you'll preform a minisucle air drift boost. This mechanic is meant to fix the long-standing issue where you can get stuck in 0 speed in the air and not be able to do anything.
Before, doing a spindash input while turning, but not being at a low enough speed, would make you start drifting.
Now, it checks if you're trying to E-Brake first before interpreting it as a drift input.
If you were already drifting, then attempting accel+brake will still be brake-drift, so that technique is unaffected.
- 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