lizthegrey/spelunker-deathmatch — pull request #203 by HikaruYami (2012-12-11 02:45:02+00:00)
Title: Fixed #199. Full description inside.

So, I was right that the bazooka can trigger the same way as the jetpacks, if you hit the key and then immediately restart. The parallel and event-based nature of our code makes this nigh unavoidable. Therefore, I modified the way we handle jetboots in general, so that just like the bazooka, hitting the jetboots key and then immediately restarting will cause the jetboots to simply activate once and then fade (admittedly, you lose a powerup, but this is not a glitch per se, as you do get your additional jump); the way the bazooka already works is that if you attempt this and get the timing right, a missile will merely be fired as soon as the game boots up.

So, this is fixed to the greatest extent reasonable.