**********
**********
GENERAL
-Stamina renamed to StaminaFlag, all instances should be adjusted as well.
--Stamina sprite borrowed from Unholy.
-TIDSoup has been completely removed/changed to a newer method!
-sv_NoCTFMorph added, when set to true, disables the WildBear class for CTF.
--cvars changed to bool variables.
//-CBM_OldStaminaBar added to use the older stamina bar.//This does not work in Zandronum yet...without using silly methods.
-'1' number sprite for the number font changed.
-Team colored charging added for all appliable weapons.
-BasicExplosion now has +THRUACTOR so that all related explosions spawned via A_FireCustomMissile work correctly when spawned within objects like JunkCube.
-All scrap metal tweaked.
-SBARINFO cleaned up.
-All weapons slightly cleaned up with removing pointless repeats of stuff found on the MegaBuster weapon.
**********
**********
Core Vanilla Edits
-Gemini map obit fixed.
-Altfires fixed for the following vanilla weapons
--SparkShock
--WildCoil
-E/MTanks fixed to not be pickable multiple times for Copy Classes.
**********
**********
ACS
-TID Soup has been redone
--Magnet (Duo tackle, force 30>32)
--Pirate - lose stacks every 7>5 tics, pushes at least a bit all the time
--HyperStormHWep force 8>7
-SuckRecode added, Dust suck and HSH suck/blow adjusted to be generally the same as before.
-SetActivatorToTarget(0) removed from script 160. (wall jump calc script)
--This should fix wall jump 'boosting' players randomly, as well as moving certain stage actors, such as OilCanisters.
--Several wall jump actors cleaned up
#You can now wall jump off any solid actor, this includes players. (The deadly Cutman ninja's who walljump off each other to climb to the top of MM2DW1)
-Most IsDead/Stoptrollingnoob/check if player disconnected checks have been changed to a new simpler method.
-Attempt at fixing an issue with projectile porting and flinging the players great speeds. (MagicBall/DiveTackle)
-Script 148 checks for TID 1100>1800 due to vanilla's target marker using 1100-1163 TID.
**********
**********
Class Specific
-Roll shifted ahead of Rockman/Rock on the class order.
*****
ALL
-Classes are not longer A_Stop'd on death.
-New returning method for returning weapons, this will be labeled as RETURNX below.
-Further work on death states done, classes with extra skin related stuff should now correctly show their death to other players.
--However, some classes will disappear on the users screen.
--(Example, Swordman freeze death looks fine to both players. Swordman legs looks fine to enemys and broken to the user)
-The following stuff cannot be damaged by ShadeSwoop and PlantDrain.
--Vanilla's Oil Slider
--Gutsman's rock
--Junkman's sitting cube
-THRUGHOST is re-enabled for MagicCard attacks due to Gemini clone changes.
-Dashing uses SlideLimit now for the following classes. Megaman, Protoman, Bass, and Duo.
--Use 100 SlideLimit per dash, if under 100 SlideLimit, your dash is weaker.
--SlideLimit begins restoring after 2 seconds the dash happened at 1 SlideLimit a tic.
*****
Copy Weapons
===LeafShieldWep
-Uses StaminaFlag_Leaf rather than the generic StaminaFlag, bar is shown right away when using LeafShield.
===GravitySphereWep
-Features Jax's GravityHold FX suggestion to vanilla.
-Explosion damage 5/10 > 7/7
===DarkShieldWep
-New Copy weapon, dropped by the Darkmen
-Behaves exactly the same as Darkman 2's shield, but with an ammo limit and no speed boost.
===BusterRodGWep
-Same damage changes done to Buster Rod G's weapon below.
===MegaWaterSWep
-Altfires fixed, shield is forced to pop on altfire use.
-Weapon drains ammo 4 tics slower. Does not use 1 ammo on detonating the shield.
*****
Megaman 0
===Megaman
-Flight adaptor sounds/boost are done on the weapon rather than Megaman's actor.
===Rock
-Speed 0.80/0.78(default speed)>0.825/0.805
-Max ammo 666>777
-Sound added for kicking balls?
-Mainfire now features holding to 'charge' the ball.
--You can hit altfire anytime during holding mainfire to kick the ball on the spot.
---If the ball is fully 'charged' then you kick the stronger version of the ball.
--A dropped ball is not affected by 'charging' it, however a midair hop is boosted with a 'charged' ball drop.
-Altfire animations cleaned up.
-Altfire kick no longer boosts you forward.
--Altfire duration increased.
-Community choice decided on team colored balls to be fully team colored.
-Balls are no longer shootable, which means they can stack on each other.
--Stacked balls that are all kicked at once have random spread.
-Delay for auto walking into balls 12>8.
-Dropped ball damage 15>12
-Megaball, speed 30>35, DOOMBOUNCE>HEXENBOUNCE (the other balls used HEXEN)
--Kicked MegaBall, gravity 0.5>NOGRAVITY, damage 20>22
-IceBall, gravity 0.75>0.65, bouncecount 7>9, damage 15>16, speed 25>28
--Kicked IceBall, damage 16>17, speed 35>36
-ElecBall, gravity 1.0>0.85, wall/bouncefactor 0.95>0.975, bouncecount 4>7, damage 8>9, speed 25>35
--Kicked Elecball, damage 9>10, speed 32>40
-FireBall, gravity 0.75>0.5, bouncefactor 0.60>0.99, wallbouncefactor 0.95>1.0, duration infinite>160 tics, damage 18>0, speed 40>35
--FireBall now does constant explosion damage along with no hitstun (still recoil)
--Kicked Fireball, explosion size is a tad bigger.
-BombBall, set explosion size 0>12
--Kicked BombBall, set explosion size 48>56
===Roll
-Smoothed out hud animations along with fixed/new frames for wide screen users.
-Mainfire damaging swing comes out after 4>3 tics.
-Puddles can bounce twice, this allows for the blobs to be bounced around when near walls.
===SniperJoe
-Now has an item dedicated to spawning a crate.
--Upon reaching max upgrade ammo, using the item will spawn a crate where ever you point.
--Running into the crate will bring up a selection screen where you can hit mainfire/altfire for an Apache/Truck vehicle.
-While in the crate/driving the truck, the player is immune to most damage except special cases like pits/telefrags.
-Players are unable to move freely while in the truck and have to use mainfire/altfire to move forward/backward.
--The truck is constantly doing damage ahead of it.
-The Apache vehicle gives limited flight similar to Astroman, but at a higher height and no pit limits.
--This vehicle features a constant barrage of bullets on mainfire and a falling missile for altfire.
-Kills/scoreballs give the player 1/4 of their max ammo.
--Otherwise the JoeBuster slowly generates ammo.
-Kills with the Apache/Truck vehicles don't give instant ammo, but still cause players to drop score balls.
--However, the user cannot grab score balls when within a vehicle.
*****
Megaman 1
===Cutman
-Returning cutter uses RETURNX. If the cutter is out for around 30 seconds, it will return to you instantly.
-Missing cutter sprites added?
===Gutsman
-Extra sprites added for holding a rock. (Done by Celebi)
===Bombman
-Bomb explosion desync on wall hard throws fixed.
-Timed explosion set size 0>24, force explosion 0>10, timed explosion force let go 0>16.
-Timed explosion sound is louder.
-Hard throw bombs have leniency added for better timed explosions on surface collision.
===Fireman
-Shield damage 4>3, explosion size 64>48, set explosion size 0>48.
===Elecman
-Altfire does three 4 damage explosions with a set size of 80, followed by a 16 damage explosion at a size of 96. These are set explosions.
-Obit for altfire uses an older altfire obit.
-Altfire should now work on teleport pits, such as in MM6MRX.
===Oilman
-Now uses a different method for OilSlider. It is A_Recoil based with the addition of A_ChangeVelocity for some slipperiness.
--In general, it takes a while to speed up, you have a higher max speed than ever before, and you have very little boosting while in the air.
--Altfire extra thrust bug fixed.
-Can now fire almost immediately after hopping off an oil slider, the delay for getting on a new slider is still there.
-Damage unchanged for everything, explosion method changed to spawn directly from the weapon rather than the slider sprite.
-Riding oil altfire shots speed 28>40.
-Oil spill blobs will not interact with the player unless they are on their slider.
--Oil spill blobs give +1 more oil duration than before. (Normal altfire 4>5, slide altfire 2>3)
===Timeman
-Now gains a mini boost of speed and intangibility during his altfire.
--Altfire also features Jax's timeslow FX suggestion to vanilla.
*****
Megaman 2
===Bubbleman
-Team colors for everything.
-Bubble lead now bounces at a set height when touching the floor
--BounceCount limit removed, duration tweaked due to above change.
--Bubble lead sprite has additional pixels so that its not impossible to see on certain maps.
-Bubble item now features a basic model for opengl users.
-Stamain drain, 4 ammo every 3 tics > 1 ammo every 1 tic.
===Flashman
-A_ReFire method changed up.
-Sparkles are team colored for the flash.
===Woodman
-Max ammo 56>84, ammo regen 1 ammo every 4 tics > 2 ammo every 3 tics, shield usage doubled, ammo regen on leap attacks adjusted.
-Shield throw speed 26>28, Leaf rain radius/height 7>8
===Dr Wily
-Skin sprite colors adjusted, projectile sprite colors adjusted.
-Basic weapon cleanups done, CapsuleFire/Ice, ammo does not drain faster when swapping weapons.
-WilySuit mainfire/altfire swapped. Homing shot now uses 1 capsule ammo to fire and stops capsule regen. Delay on firing 20>18.
--Starts with Capsule item in Suit form, cannot be used until full ammo.
-Wily Fire was updated to new methods.
-Wily corpse has team colors. (Ice corpse is creepy)
-Wily Suit projectiles use different sprites
--homing shot, uses precise homing.
--lvl 4 shot, radius/height 40>28.
--lvl 3 shot, radius/height 20>22.
--lvl 2 shot, radius/height 15>16.
--lvl 1 shot, radius/height 7>10.
===Alien
-Aliens
*****
Megaman 3
===Needleman
-Gained some sprites.
===Geminiman
#I'VE FINALLY FOUND IT! GEMINI CLONE CAN'T HURT HIS OWNER OR TEAMMATES.
-Gemini clone hitbox GHOST flag removed. Now uses Species/THRUSPECIES rather than THRUGHOST.
-Extra fixes done to GeminiClone if it fails to spawn.
--If it still fails to spawn and breaks, hitting item will activate a checker, after 2 seconds, hitting item again will refund clone usage.
-Team colors for buster shots, including the clone.
===Hardman
-Quake FX from Unholy borrowed for Hardman quake.
===Sparkman
-Big SparkShock radius/height 14>18
===Shadowman
-Weapon states redone/cleaned up. Ammo does not drain faster when swapping weapons.
===DocRobot
-Ammo giver fixed to not persist after death/spectating.
-Buster shots, damage 11>12, radius/height 5>6
*****
Megaman 4
===Brightman
-Flash explosion damage 5>6.
--Features Jax's FlashStopper FX suggestion to vanilla.
===Toadman
-Rain flush no longer inherits from vanilla's rain flush, thus, it should now work if Toadman is sitting on an actor like JunkCube.
===Drillman
-Althold bug fixed.
-Moves 30% faster when digging (Groundman dig boost)
-Now recovers a small amount of ammo when firing
-Altfire will start digging once you touch the ground
--Does hard crush like damagers on the way up and down during altfire
--Thrust upon pressing altfire 40>50, jump cancel disabled during altfire leap
--Ammo use upon beginning dig 40>10, ammo use during dig 3>5, ammo use upon ending dig 200>100.
-You are not stopped when coming out of digging.
--Thrust power 60>70, digging explosion size 86>72, does 6/6 damage for the first two hits, then 3 for the rest.
--THRUACTOR's enabled for a short duration when coming out of a dig.
-Missing skin sprites added.
-DrillBomb explosion set size 0>8.
-Digging has bonus sprites.
-Rocks are team colored.
===Pharaohman
-Lazy explosion fx added.
===Ringman
-Returning Rings use RETURNX.
-The rings now stop as they travel back to the player.
-Rings now play Cutman cutter catch sound on death.
===Dustman
-Big crusher ammo cost 16>24, the big crusher now drops a dust bit if it hits a wall/floor/ceiling.
--Bits from a direct hit Big Crusher no damage period 3>5 tics. Split bits from an indirect hit damage 15>10.
-Bit shot ammo cost 4>2, speed 32>34.
-Due to sucking being easier to a degree, ammo gain on successful suck 3>1.
-Team colors for basic buster shot.
===Diveman
-Big attempt at cleaning up Dive Tackle
-Hud colors changed for second weapon.
-Ammo regen beginning after a dive tackle 60 tics>12 tics+landing on the ground
-Dive tackle uses 1/4 ammo and does not further drain ammo during use, 1/8 ammo is regained upon hitting a shootable actor.
--Ending a dive tackle from hitting a wall or letting go of altfire, does a slight boost upward.
--Collision knockback adjusted to be consistant.
--Dive Tackle speed 20>24, max duration infinite>350 tics
--A_Seeker stats, normal>precise homing, 2/8 homing > 5/10 homing
--Dive tackle can now climb most slopes/stairs and automatically goes forward at its max speed if it hitting the ground.
-Dive Missile uses normal>precise homing.
===Skullman
-Rage mode is no longer a 1.5x damage boost to skull buster with a ragerune powerup.
--Weapon edited to match old powerup methods.
-Skullman now resets the rage mode if he gets a kill with a rage empowered bullet.
--This only refunds buster ammo and the rage timer, not skull shield.
-Rage mode has a cosmetic part on the ammo bar
*****
Megaman 5
===Gravityman
-Now becomes unsolid for a short time after using GHold so targets don't land on his head.
-Mainfire, damage 15>14, radius/height 6>8
--Altfire also features Jax's GravityHold FX suggestion to vanilla.
-Altfire explosion damage 5/10 > 8/8
===Waveman
-After mainfire, it takes longer to begin regening ammo again 5>19 tics.
-Waves now have less delay on FLOOR shots depending on how close they are to the user. This does not apply to ceiling/wall shots.
--Waves do not do a set height boost while in the air. (When traveling down)
-Altfire now features the hookshot (borrowed from unholy, which was tweaked after borrowed elsewhere, which was borrowed from elsewhere.)
--Holding altfire will cause the in flight harpoon to attach to solid/shootable actors, which will then begin to pull the player to that harpoon.
--You can still fire normal harpoons by not holding the altfire and when you don't have enough ammo to maintain a hookshot.
-Bot specific stuff changed due to referencing old states.
===Napalmman
-Mainfire explosion damage 10>11.
===Stoneman
-Crush/headbutt does not cause hitstun anymore.
-Can now cancel altfire at anytime with mainfire, you cannot use altfire until you land.
-Now uses Jax's powerstone recode, stones do not time out thanks to this.
===Chargeman
-Smoke puff sprites fixed, team colored, spawn directly from the weapon rather than actor and is not a projectile.
-Has sprites on mainfire
--Mainfire projectile duration 2>3, speed 40>54, radius/height 14/25>16/28
===Crystalman
-Jump height 10>12
===Darkman 1
-Now drops DarkShieldWep on death.
===Darkman 2
-Now drops DarkShieldWep on death.
-Shield spin reversed.
-Now has two different shield throws.
--Mainfire throws the shields straight and back.
--Altfire throws the shields in a powerstone like spin.
-Straight shield throw explosion, now has a set explosion size of 8, and blocks projectiles like the passive shield.
===Darkman 3
-Now drops DarkShieldWep on death.
-Now has small ammo regen during altfire.
-Rage scales in 10's of health (50,60,70 and so on).
--Altfire delay adjusted to match new rage rates.
--Full health and less than 10 health are generally the same as before, in between is not.
===Darkman 4
-Now drops DarkShieldWep on death.
-Shield spin reversed.
-Shield throw does a powerstone spin.
*****
Megaman 6
===Blizzardman
-Speed 1.0/0.9 > 0.9/0.78
-Max ammo 88>112, ammo regen 2 ammo every 5 tics > 1 ammo every 2 tics. General duration to recharge a bowl attack is the same.
-Total mainfire delay 28>24.
-Now has a second weapon that does a copy weapon like blizzard attack.
--The shots however have a delay before traveling.
-Homing shot range 10>6
-Bowl recoil 10>7, midair recoil 10>2.5
-Bowl attack managment cleaned up.
-Bowl attack is more precise on walls, and can travel up several slopes/stairs that are not steep when at a lower speed.
-Bowl attack now goes through players he cannot injure. (Does not collide on team players)
-Bowl safety check removed, but now has SKYEXPLODE. (Stopped the bowl if stuck on a rail)
===Centaurman
-Skin added
-CentFX from the future added based on reproduction
-CentaurFlash set explosion 0>32.
-CANTSEEK added to the duration of the Cent Teleport.
===Flameman
-Flame pillar protection duration 3>5
-Altfire flames random delay after spawning a flame 5/6 > 5/7 and spawns 1 less flame.
===Knightman
-Duration for getting your crusher back if eaten by a sky wall 150>50.
-Return crusher uses RETURNX.
-Shield has +NOTIMEFREEZE. Shield bash has a set explosion 0>16.
===Tomahawkman
-Feathers turn duration 1>2. (They take longer to turn)
===Windman
-Is now sturdy armor.
-Main/Alt both cost 4.
-Damage of WindGyros 15>10
-Side gyros starting damage 5>6 ramp up 10>4
-Alt wind storms direct damage 2>0, explosion 8>5, size 48>56.
--Wind storms now do a bonus explosion on death.
-Now has two ammo bars, one for flight, one for main/alt.
-After stopping flight with item, pressing main/alt will do a wind stomp.
--The damage and knockback scales with the duration of the fall, up to a cap.
===Yamatoman
-Speed 0.6/0.6 > 0.66/0.66, jump height 12>13
-While using altfire you have 0.6 speed and 12 jump height.
*****
Megaman 7
===Junkman
-Bonus junk on death re-added, but only if he has 75%+ ammo.
-Punch damage 35>30.
===Burstman
-Ammo regen 1 ammo every 8 tics > 7 tics.
===Cloudman
-Is now sturdy armor.
-Sprites adjusted for attacks.
-Out of ammo mainfire now slows user by 50% speed rather than halting movement.
--Out of ammo mainfire has 6 more tics of delay after firing the shot.
-Altfire charging lightning explosions now have a set size of 8.
===Springman
-Speed 0.8/0.78>>0.76/0.74
-Astro explosion FX added to spring punch, extra reversed sprite added for fist return.
-Fist and coil use RETURNX.
*****
Megaman 8
===Tenguman
-Bonus obit for a big slam kill.
===Swordman
-Sword Torso return uses RETURNX.
-Small tweaks were done to the camera switch to not use ACS.
--If duel is the gametype, the camera switch is disabled. (I found no fix for this crash, sorry. ~Celebi)
===Clownman
-Weak shock radius set explosion size 0>12, strong shock radius set explosion size 0>24
-Projectile sprite colors tweaked
-Thunder claw uses RETURNX. Returning claw speed adjusted in an attempt to copy the old speed.
===Searchman
-Now uses StaminaFlag when holding mainfire, when it runs out, he is forced to fire his load.
--Stamina is completely given back after firing. If you were forced to fire automatically, there is an extra delay to re-firing again.
-Searchman lock on missile damage 14>11, speed 40>35, damage now increases the longer the missile is in flight up to 15.
-Disk damage 24>18
===Frostman
-Pieces of a hud from Unholy were borrowed to give widescreen compatibility. (Made by OrangeMario)
===Aquaman
-Out of ammo total delay 26>20, Water cannon total delay 38>28
-Water balloon radius/height 5/5>10/10 direct damage 10>8, seperate explosion damage if a direct hit or not, direct hit 5>7, indirect 5>16.
--Balloon also has a slight thrust upon being fired, similar to kicked megaball/hyperbomb.
--Water Cannon balloons adjusted due to main balloon changes, radius/height 5>6 direct damage 0>2, ignores players for 2 tics, direct damage 5>4, indirect 5>6.
-Water Tower added, hit altfire to spawn it where you point with full ammo.
===Grenademan
-Death attack set explosion size 0>32.
-Attempt at cleaning up the weapon.
-Ammo regen 7 ammo every 30 tics > 1 ammo every 5 tics.
-Mainfire without enough ammo does not stop ammo regen.
-Rage mode is managed by the flash state and outside actors rather than the weapons ready state.
--Rage isn't super inconsistant in its duration or is gated by ammo, instead it lasts for exactly 500 tics (the old duration of not shooting)
--The weapon isn't disabled when draining rage mode.
-Altfire still uses ammo to fire, along with rage determining shot amount, however you actually need the ammo to shoot the increased of shots.
-Mainfire bomb, direct hit damage 5>6, first explosion damage 16>15, second explosion damage 15>10, remaining damage unchanged. (9/8/7/6/5)
-Altfire bomb, direct damage 0>2, direct explosion damage 12>8, indirect explosion damage 16>10.
*****
Megaman 9
===Hornet
-Hover speed x2.0>x1.75.
--Hover now uses personal Stamina, this recharges once you land.
-Altfire bee command total duration, 22>20 tics.
-Hornets are now a different color before the homing is enabled.
--Hornets use SMF_PRECISE to prevent sudden homing from high/low points.
--Hornet homing duration after altfire 20>22 tics, ChangeVelocity speed after failed altfire 8>9.
-Honey radius 9>12, honey shot height 6>10 to match blob size.
===Magmaman
-Is now sturdy armor.
-Projectile speed 24>28, small shot damage 5>6, big shot damage 13>14, big shot radius/height 25>20
-Attempt at fixing a time where you can't move after item cancel. (Ready states redone)
===Galaxyman
-Non team colors fixed.
-Delay of firing a mini shot 9>6, total duration unchanged.
-Can now teleport back to his portal if someone is standing on it.
-Alt death re-added.
*****
Megaman & Bass
===Dynamoman
-A large amount of effort was done for team colors.
-Due to past requests, item can be used at full health. Its up to the player to turn it off.
-Scanner uses stamina.
===Coldman
-Mainfire ammo regen, 1 ammo every 10 tics>1 ammo every 8 tics
-Punch damage 30>25
-Ice Wall health 120>95, health till cracked 45>35, direct damage 9>8
--Spawn directly on someone ice wall, explosion set size 0>8.
-Item freeze attack, the duration does not extend from multiple hits.
===Groundman
-Sprites cleaned up/changed to blue cyan colors.
-Weapons combined into one weapon.
--Uses 20 ammo to fire a big drill, he can keep firing them without any ammo.
--Letting go of mainfire now splits all drills in flight.
-Mainfire big drill damage 20>15, med drill 12>10, little drill 9>8.
-Giga ceiling drill now drops the ceiling drill after the giga drill goes away.
--Giga ceiling drill is team colored.
-Falling ceiling drills damage 20>25, radius/height 28/48>28/28, drill splits into multiple directions upon hitting the floor, and is no longer shootable.
===Pirateman
-Skin colors fixed for team games.
-Bubble wall check damage 4>0, bubble dash explosion damage 8>9, set explosion size 0>24.
-Ravager pop hitbox is smaller now and works on most stairs/slopes.
-Invisible popping fixed.
-Water push will always push a least with a power of 1 from multiple hits rather than a power of 0.
===Burnerman
-Underwater bubble colors fixed.
--Cosmetic bubble method borrowed from Unholy.
===Magicman
-Cards use RETURNX.
-Lazy extra sprites for returning health.
-Ball altfire throw now has a specific TID based on player, rather than TID 2000. (If somehow two Magicmen landed altfire balls at the same time, silly stuff would happen.)
-Ball altfire ammo cost 200>300, this is now the same as mainfire.
-A great deal of effort was done in an attempt to fix magic ball desync.
-The ball itself does explosion damage.
-Magicman is made NONSHOOTABLE/INVULNERABLE during his ball travel rather than -SHOOTABLE, so that his returning health doesn't forget he exists.
-Cards use momx/momy/momz like rollingcutter and friends for their damagers.
-HP gotten from hitting with MagicCard now scales with the enemies 'armor'
--This does not apply to classes who gain armor from abilities except Enker, you get no HP from hitting him during his armor state.
--Players are immune to further magic card hits for a very short time.
*****
Megaman Wily Tower
===BusterRodG
-A large amount of effort was done for team colors.
-Ammo lost during clone firing 2>1.
-Ammo drain during clone use 1 ammo every 20 tics > 1 ammo every 22 tics
-Rod explosive damage 11>7, explosion size 32>40, set explosion size 0>40.
-Altfire spin, set explosion size 0>16.
===MegaWaterS
-Spout comes out faster the closer it is, initial damage 16>15, set explosion size 0>32, after explosion damage 9>8.
--Spout also does a larger fling up if the player is on the ground. Jumping into the spout can still boost higher.
-Harpoon radius 8>9
===HyperStormH (YellowDevil: import bandaid hsh)
-Bullet speed 32>38, fire bullet 40>46.
-Suck explosion, set explosion size 0>32.
-Cold dash explosion, explosion damage 10+stacks*0.65>9+stacks/2, explosion size 112+stacks/3>112+stacks/4, explosion set size 0>32+stacks/4
-Hot exhaust explosion damage 6>7, set size 0>16
-Cold dashing doesn't crash after 50 stacks.
--Stacking now calculates to 9999 stacks.
-Damaging enemies with the dash gives 6 ammo, killing an enemy, 25 ammo.
*****
Megaman Killers
===Enker
-Mirror colors fixed for non-team games.
-Hud shrunk down and adjusted a bit, borrowed from Unholy.
-Can now look around while using altfire.
-Gains 1 ammo from using altfire.
===Punk
-Sprites renamed and adjusted.
-Gameboy tackle sound added.