crawling: accelerates faster when in flashtics, capped at a fixed 22 fu/t for all stats, is slipperier
recovery dash: accelerates much slower, lasts longer
ssmt charge is maintained when going airborne instead of being completely lost
* Toggleable QoL option for Alt. Shrink
* While using Alt. Shrink, at or above a speed threshold (currently 175% the statblock's cruising speed), ignore most things that would damage you
* Rewards breakaways and incentivizes going fast
* Graphics are placeholder
Also make MF_SCENERY objects use P_SlideMove again on wall collisions, to
match v1... except if the object also has MF_BOUNCE, for the sake of
~~the tires~~ practicality
Returning true for the first return argument disables being able to pickup stuff, in combontion with weapon and other status checks can be used to turn off picking x item. the second return specifies if you override vanilla pickup behaviour and always pick up stuff
Too much shit to explain, read the diff (you should anyway!)
Very sloppy, expect lots of fixes
TODO: SOC it all, separate "active odds" table, how to handle alt items
* Guest star: fixed-point item bar
* Bubble scaling and shards have been refined
* No more passive protection against explosives and thunder
* The bubble boost timer now protects you from mine explosion particles, not
just flashtics, making it easier to pass through proxmines
* The bubble remains inflated after holding the button, and slowly deflates
* Popping the shield now gives you flashtics, in addition to the speedboost
* Popping it also makes you invulnerable to proxmines!?
* Getting hit by an item while the shield is deflated protects you from
JUST the spinout exactly ONCE, geez, think of the poor D5 players
* Players can be bumped by the inflated shield again, but it's very weak
* Bumping players with a deflated shield depletes half its HP, inflated
bumps cost the same as other bumps
* Finish line sight check? Gone
* Corpses updating their waypoint and respawn? Gone
* Respawning on the finish line causing lap cheats? Gone
* bigwaypointgap now kills you in just HALF A SECOND
Primarily to improve its defensive capabilities
* Trade penetrating attacks (like a Thunder Shield's AoE attack)
* Remove bump-chip
* Make how items damage the Bubble Shield more modular overall
This is instead of their flung body, which drifts significantly from where you died and muddies the "LOL YOU DIED THAT CLOSE TO THE FINISH!?" voicecall laughter moments
- Play a countdown sound (same as introcountdown) per each of the last 3 seconds
- Jitter the time display HUD extra strong in a two-tic window around the above
- Fix timelimitintics not being set in TESTOVERTIMEINFREEPLAY builds (which is now all DEVELOP builds)
It's been used interchangably as "this is a singleplayer gameplay context" and "This is a no cvar changing context". This addition repairs some behaviour which might have been inconsistent between netgame and netreplay.
- Implementation details:
- grandprixinfo.eventmode is the reference point
- All bots have spectator applied and removed at map start depending on eventmode, and I've done my best to guard against side effects of not removing them entirely
- You shouldn't turn off grandprixinfo.gp when turning on things like specialStage.active or bossinfo.boss when pursuing eventmode behaviour
- Probably needs to be integrated into XD_MAP for any future netplay support, is currently disabled.
- You technically don't have to assign a Capsules map to be the bonus and a Special Stage to be the special. A Capsules map can be assigned to a Special Stage too, and a Boss can be assigned to either of them.
- Special Stages are still just as incomplete as they were before.
- Break the Capsules has special behaviour.
- Timelimit starts at 20 seconds.
- Earn 10 seconds (plus a little extra cheaty time) every capsule you destroy.
- WIN + extra life if you bust all the capsules, COOL if you get some but run out of time, LOSE if you lose your bumper or run out of time without breaking a single capsule.
- Supposed to also give you rings, but ran into a LOT of difficulty with this and didn't want to commit half-baked stuff, so it'll be a later project.
Also:
- Fix a long standing bug where totalring was reset between maps, preventing the sum from adding up across GP rounds and depriving you of extra lives you were owed.
- Fix an issue where Break the Capsules record attack was KARTSPEED_HARD.
- Send timelimitintics in savegames, since it's handled seperately now.
- Make timelimitintics handled a bit more like gamespeed, encore, frantic, etc - update on mapload/starttime, not during gameplay
- Use default setting if can't change rules - this is a surprise tool that will help us later
- Have it properly update when adjusting gametype from the menu
- Cleaned up SV_StartSinglePlayerServer to do this
- Remove CV_SAVE to prevent time limit bruh moments