Skip to content
Snippets Groups Projects
  1. Mar 29, 2022
  2. Aug 17, 2020
  3. Jul 14, 2020
    • Ashnal's avatar
      Fixing RocketSneakers · 0637ed89
      Ashnal authored
      New function specifically for dropping rocketsneakers K_DropRocketSneaker
      Used by Eggbox touchspecial to properly dispose of shoes and clean up hnext
      Now also used by the shoe thinker to drop themselves
      Fixes angle of spent shoe launch
      0637ed89
  4. May 15, 2020
  5. Feb 26, 2019
  6. Feb 19, 2019
  7. Feb 05, 2019
  8. Jan 30, 2019
  9. Jan 13, 2019
  10. Jan 05, 2019
  11. Dec 04, 2018
  12. Nov 28, 2018
  13. Nov 27, 2018
  14. Nov 26, 2018
  15. Nov 25, 2018
    • toaster's avatar
      Update HUD anim counters when dead. · 3c480277
      toaster authored
      * Split out the HUD-related counters from K_KartPlayerThink() into their own function.
      * Called this function in P_DeathThink().
      3c480277
  16. Nov 08, 2018
  17. Nov 07, 2018
  18. Nov 04, 2018
  19. Nov 01, 2018
  20. Oct 28, 2018
    • toaster's avatar
      Stupidbad-big commit, but PLEASE don't ask me to re-do this on another branch,... · a9b4a56d
      toaster authored
      Stupidbad-big commit, but PLEASE don't ask me to re-do this on another branch, I swear to god. I know it makes things more difficult on you, and I'm sorry for that, but I'm definitely feeling the goddamn crunch right now and I wanna take a step back from this spaghetti nightmare and clear my head.
      
      * Do that thing where the character icons are ALWAYS 1x sized, through having two seperate lumps.
      * Revamp the S_SKIN parameters to be `facerank` (rankings - equivalent of half-scale old face), `facewant` (WANTED - equivalent of old face), and `facemmap` (equivalent of old iconprefix).
      * Do that thing Oni wanted where it shows two postions above and two positions below your current ranking (and you) to the left of the screen, instead of always the top 4, with some limits to avoid drawing outside of everything.
      * Replace the last few shitty Mario numbers (for the left rankings) with cool, new Oni numbers.
      * Change a bunch of offsets and things so the tab rankings and the intermission work nicer with 9+ players.
      a9b4a56d
  21. Oct 19, 2018
    • Sal's avatar
      SPB knockback is more punishing · f8fc6862
      Sal authored
      Hopefully to prevent instances like the Megablock video, where SPB double-dips just because the 1st one wasn't enough but another is overkill
      f8fc6862
  22. Oct 07, 2018
  23. Sep 30, 2018
  24. Sep 27, 2018
  25. Sep 23, 2018
  26. Sep 16, 2018
  27. Sep 06, 2018
    • Sal's avatar
      Revert "Wrote a new function for MT_SOLID object bumping" · 34d27b06
      Sal authored
      This reverts commit b4aa01ed.
      34d27b06
    • toaster's avatar
      Dropping items! · 4de68f7f
      toaster authored
      * Shield Drop...
      	* Whatever you've got orbiting or trailing you, DROP THEM WHERE THEY STAND. (Except for the ghost sink. That one's OK.)
      	* Pops your Thunder Shield.
      	* Happens upon ANY hit, except for deathpits.
      * HUD Drop...
      	* Also does the above, except for the Thunder Shield thing.
      	* If there's any item left in your item box, pop it out as a little hovering, rotating Minecraft item!
      	* You can pick up the Minecraft item by driving over it if your item box is sufficiently empty, or the item which is contained within it is of the same type.
      	* Happens upon Size Down and battle elimination.
      	* Can also be forced on with `cv_kartdebughuddrop on`!
      * Some other random stuff.
      	* Fix a bunch of `a->scale = b`'s into `P_SetScale(a, b)` form, for maximum validity.
      	* Make K_CleanHnextList and K_UpdateHnextList one function, since they only differed by one continue clause (and the type of their input parameter).
      	* Allow shrunken players to pick up item boxes again.
      	* Fix MF_NOCLIPTHING. (Gonna pass this fix to vanilla when I get the chance, too.)
      	* Break NiGHTS a little through my machinations.
      4de68f7f
    • Sal's avatar
      Wrote a new function for MT_SOLID object bumping · b4aa01ed
      Sal authored
      A lot more similar to the code used for player wall bumping, and is much less likely for you to just... pass through the object if you keep trying hard enough.
      
      Also, falling rocks get pushed aside by invinicible players with no resistance.
      b4aa01ed
  28. Aug 31, 2018
  29. Aug 30, 2018
  30. Aug 29, 2018
    • toaster's avatar
      * Prettier record attack screen! · 22be81ef
      toaster authored
      	* Uses the in-game timer element to draw its times.
      	* This includes showing them time emblems-to-get!
      	* good night sweet prince
      * Make the emblem time use the same ' and " as the normal time.
      22be81ef
  31. Aug 24, 2018
    • toaster's avatar
      No longer are orbiting/trailing objects in charge of removing themselves. · a6813ae0
      toaster authored
      	* They're clearly not quick enough at the job, since it causes a bunch of silly race conditions.
      	* Instead, K_UpdateHnextList and K_CleanHnextList are in charge of removing them, which are called in the circumstances itemamount (and itemheld/eggmanheld) is changed.
      	* Also, tweak a few places so that trailers AND orbiters can use the same system.
      Also, some minor thingies.
      	* Turn all the useless ```if (a) { A } else if (!a) { B }``` bullshit into ```if (a) { A } else { B }``` bullshit.
      	* Fix up some minor inaccuracies in the playerarrow stuff that doesn't result in creating more sprites.
      a6813ae0
  32. Aug 11, 2018
  33. Jul 27, 2018
  34. Jul 25, 2018
    • Sal's avatar
      Banana drag touches · 0dc2c43a
      Sal authored
      - Banana drag timer resets when placing one, for x3 & x10 bananas
      - Banana dragging spawns transulcent dust
      - Dragging bananas make them twitch up & down
      0dc2c43a
  35. Jul 22, 2018
    • toaster's avatar
      * FREE PLAY! The necessary corollary to HERE COMES A NEW CHALLENGER... · 7564aa46
      toaster authored
      	* Activates when there are less than two non-spectators in a netgame.
      	* Shows flashing text at the bottom of the screen.
      	* Prevents drawing several UI elements that only make sense with multiple players.
      	* Prevents matchesplayed being increased.
      * Improve the mapreset timer's behaviour.
      	* Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0.
      	* Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to.
      	* Hide some other stuff that might've been visible for no good reason.
      * Improve Mirror mode.
      	* First person now works with it!
      	* Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
      * Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
      7564aa46
  36. Jul 20, 2018
    • Sal's avatar
      Spectator overhaul · 6eaed1ac
      Sal authored
      - New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
      - Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
      6eaed1ac
Loading