- Players with inflated Bubble Shields now ignore collisions with anything the shield itself is supposed to reflect
- If a player happens to still collide with a reflectable in this state, they noclip through and a ``bubblegraze`` value increments
- ``bubblegraze``, like ``justbumped``, prevents K_KartBouncing collisions for some time
- Falling rocks can now be reflected by Bubble Shields
- 1.5 seconds of flashtics applied to players whose (inflated) Bubble Shields are shattered
* Reduced min delay in fusion mode from 11 to 6 tics
* Made air drag MUCH weaker, and applied to heavy-only mode for consistency
* XY momentum cut in fusion/heavy changed from 0.9x/0.8x to 0.85x for both
* Increased the Z momentum cut if you have high upwards momentum
* Reduced ring cost from 3 to 2
* Kickstart accel inverts the accelerate input in fusion
* Charging during flashtics now has unique effects
* Fixed full charge sound not playing in flashtics
* kickstartaccel is now accounted for
* Dedent (hint: git show -b)
Looks like I accidently removed forgot to update function args to prevent this issue. OOPS!
Also rearragned some stuff back around to match the order it was before, seems fine asside from one other issue I found with GL shearing not matching software shearing.
- New array of pointers to structures in memory (currently mixing static for base-game and Callocated for custom)
- Centralises a metric-ton of previously seperately handled properties into one struct
- Gametype_Names[]
- Gametype_ConstantNames[]
- gametypetol[]
- timelimits[]
- pointlimits[]
- gametypedefaultrules[]
- gametypecolor[] - Nep: This one was blan exclusive but I added it regardless.
- Don't attempt to guess custom gametype in Replay Hut (requires more work to make custom gametypes behave across the entire experience)
- I_Error if invalid gametype set
- gametyperules is deprecated since it will never be modified seperately from gametype (temporarily a #define, don't wanna bloat this commit too much)
- Handle mismatched gametypes for client and server on voting screen
- I_Error when running out of gametypes
- Reduce gametype freeslots slightly to avoid colliding with VOTEMODIFIER_ENCORE