- Wallbonk penalty removed.

- Invincibility visuals now more distinct, inspired by Sonic Rush Adventure.

- Grow/Invincibility timers reverted to default (Vanilla) values.

- New command: hq_allsuper(default off). Good for testing Super frames/music, or usable as an alt game mode votable.

- Grow accel boost reduced to 150% (from 300% - yes, I actually gave the 4chan change a try lmfao)

- Super will revert you to 1x scale, while providing an 80% top speed boost (100% during sneaker state). 

- Super can roll up to two Sneakers, to diversify the item pool in light of the scaling change. Additionally, rolling Grow/Invincibility will automatically extend the timer by 6s (-3s due to roulette timer) and remove the item from your possession.

- Super activation no longer guarantees a 10 second duration: It now scales normally, with a max duration of 10s. e.g. You have 5 seconds of Grow left when activating Invincibility: (5+10)/2 = 7.5s Super timer. This will discourage players from holding onto the Super trigger until the last second to still get the full 10 seconds of Super.

- Explosive items no longer extend Power/Super timer.

- New command: hq_dynamictimer (default on). Applies a hard cap to Grow+ and Invincibility+ and controls relevant mechanics.
-- Bonuses for item hits and direct contact nerfed to .5s and 1s, respectively.
-- Dynamic timer no longer dependent on position: Instead, it only tracks when you're in the lead and drains your timer progressively faster the longer you're in front. Makes Super finishes viable while not evaporating your timer when directly BEHIND the lead in 2nd.
-- With Power item timers reverted to Vanilla values, penalties have been adjusted to only subtract 1s from item hits, and 1.5s from direct explosions. Stage hazards - that aren't Kart attack items - no longer trigger penalties, making shortcuts like Machine Labyrinth viable again.
-- Boost Extensions: Using sneakers during Grow/Inv will slowly increase your timer, while Super's timer is frozen during sneaker boosts and while in midair. However, you cannot extend during an active Acro trickboost nor during a sneaker boost granted by a boost pad. This prevents ludicrous extensions.
-- Lead buffer now increments by 2 per tic. Dynamic Timer revised where timer now drains by (p.hqleadbuffer/TICRATE)+1. This means accelerated decay will now kick in around 0.25 seconds after hitting 1st. Jankpoints don't usually last this long, so this shouldn't affect you if you're suddenly first but truly bottom half.

- Revised Dynamic Super Glow Color code for consistency.

- Visual timers for various states (Sneaker, Hyuu, Super, etc) are now displayed at the bottom center of your HUD.

- Super damage revised: Kill > Punt. Players hit by Super will be punted, suffering extended spinout.

- New Command: hq_altsquish (default on). Reworks the squish state and applies a different damage type depending on the source. 
-- Grow damage type revised: Squish > Fling. Players hit by Grow+ will be flung upward at an angle.
-- Global hazard squish revised: Squish > Kill. Hazards like Megablock's Jack-In-A-Box, Egg Quarters' crusher, and Spring Casino's chip stacks will now kill you if you are caught under them, and Power states are not exempt from this. Additionally, you will be forced to respawn at the last checkpoint you crossed on the map, whether or not kmp_respawnpoints is enabled on the server.

- BUGFIX: Fixed an issue where certain hazards would still spin you out in Grow. This is due to the fact spin sources aren't always valid inflictors, so some hazards wouldn't spin you, while others would.