As suggested by deveee, allow bubblegums in battle mode now that they have defensive abilities.
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a minimum amount of time (atm 15 seconds) before the next basket ball
can be found. Thanks to nixt for the patch.
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(if a ball tunnels four times in a row it is removed).
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to the center of the track according to the relative distance of its target
(more precisely: it will move the interpolation control points). This
results in the ball being better align when it switches to aim-directly-at-
target mode, meaning that the target-distance can be reduced, hopefully
reducing the frequency with which tunneling happens.
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can start boucing lower/faster earlier, increasing the chances
to hit the target when target-distance is set to a small value.
Target-distance was set to 25 to decrease the chances of the
ball going through e.g. tunnel walls.
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close enough for a rubber ball. This avoids a problem is
the target is actually close on a different part of the
track.
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player currently at front) it will disappear after a given
time (atm 5 seconds).
2) If the ball overtakes the target it will now be deleted.
3) Fixed ball sometimes turning in the wrong direcftion when
trying to hit a kart.
4) Some refactoring to make functions smaller.
5) Removed left-over debug code.
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it is close to its target. This gives karts a chance
to escape a rubber ball by driving irretically.
Also added some debug output to indicate when the
ball lost sight of its target (i.e. the ball was
going directly to a target, but then the target
was suddenly too far away), so perhaps the ball
should be removed then?
ATM the ball will continue, trying again to hit
the leader in the next round.
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more abrupt change of direction, it (hopefully) avoids most
problems of the ball going off track (e.g. sand track when
firing up the ramp --> ball goes to the left of the tunnel,
bouncing on the pyramid; skyline and star track have
problems as well when a ball goes off track).
Added documentation of the rubber ball specific xml attributes.
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(start height was impacted by average height, which in
turn depends on minimum and maximum height).
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points and the distance to target at which the rubber
ball starts aiming directly at the target configurable.
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going to catch if with the leader will now be flattened
(parameters for that are defined in powerup.xml). No
explosion effect is shown anymore for the first kart,
it will only be tossed around.
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tweak the size of the ball - *grin* try "2 5 2" for some fun).
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the anchor). Known bugs: atm it does not yet bounce (it follows
just the drivelines and might be partly in the track); the first
kart can't avoid it (long term breaking might allow you to avoid it);
it might hit another kart first and explode.
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Details are in the wiki (http://supertuxkart.sourceforge.net/Items).
Note that the model is _obviously_ a placeholder, and I used
the icon for the bomb (which isn't used in game atm) for the
swatter. I hope someone can provide a better model and icon.
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global powerups).
2) Weights for global powerups (parachute and switch) are divided by num_karts-4
if more than 4 karts are being used (see bug 3107638).
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drop three bubble gums, collect a switch and in the next
lap collect three nitros.
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box. Weights for these are set in powerup.xml. ATM a 'multi item'
gives three items (hardcoded, I'll change that to be configurable
later).
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to data/powerup.xml for battle modes. This makes it unnecessary that modes
can select which powerup are available, therefore this code was cleaned up.
Also added some minor code simplifications.
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position. The actual distribution is defined in powerup.xml (and
probably needs some adjustments).
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replaced items.item with items.xml. Cleaned up item_manager
and removed support for different item styles (since it
didn't work anyway)
2) If a swapper item is used while items are swapped, they will
now un-swap.
3) Moved all models and textures from data/items to data/models.
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