A much more focused replacement for Hornmod, specc'd out by Tyron and Oni working together and implemented by the author of this commit because it's pretty funny.
- Followers have `hornsound` in their SOC configuration.
- The default sound for all followers without a provided one is sfx_horn00.
- They'll play this sound if you use lookback with one following you, and there's nearby players to get the player looking all the way around.
- Only the players who are successfully considered for lookback will hear it.
- Has a v1-like visual with less randomisation, but still netsynced.
- Also controlled by the cvar `taunthorns`, which, like `tauntvoices`, takes "Tasteful" (default), "Meme", and "Off".
TODO: make the condition for horn a little delayed, so you have to hold lookback for a little bit.
- Dropped power-ups become paper items (overloaded to
store power-ups instead of items).
- The dropped power-up stores its remaining duration.
- The power-up can be picked up during any state.
- If you already have the same kind of power-up, the
duration is simply extended.
- Points in the direction of the best waypoint to take
- Vwoops in and out like a drop target squash-n-stretch
- Shows WRONG WAY only on debugwaypoints
- Flexible enough to be used for custom purposes and other gametypes, the only caveat being if those gametypes use GTR_CIRCUIT conflicting with the other purpose of PF_WRONGWAY
- Gachabom hits an object and is destroyed immediately
(does not bounce off like Orbinauts or Jawz).
- Gachabom explosion spawns in its place.
- (New) Gachabom physically returns to the player who
threw it.
- Random & Sphere Items are x3 bigger.
- Eggman Items grow to x3 bigger when they land.
- Eggman Item hitbox reverted from 24 to 16 again, since the x3 size increases their hitbox even more anyway.
- Random item temporarily moved to 2011 and 2000 objects ignored, as per Ivo's request.
The idea behind this branch is to start turning tons of item clusters into single file item rows with only a few items per. The original intent was to make 9P+ more bearable by making item sets no longer free, but in a way that's engaging & takes thought. This does eliminate one of the reasons I had originally standardized MK64-style clusters, but honestly no one really hides eggman items anymore :P
I'm not totally confident that this will make massive netgames enjoyable on its own, but it's one step towards that and this change has a lot of other benefits as well like less clutter and better visibility.
Due to the mapthing type shuffle, this needs to be tested on a few maps with changed item sets, and then swap it back before merging.
- Replaces Chao audience entirely
- Convenient, because one of the two default follower types used in the audience is Chao
- Can provide one follower, or a list of followers, on the stringarg1 (seperated by spaces/commas) and it'll pick randomly between them
- If not provided, uses the mapheader follower list
- Can provide one skincolor, or a list of skincolors, on the stringarg2 (seperated by spaces/commas) and it'll pick randomly between them
- If not provided, uses the follower's default color
- If the follower's default color is Match/Opposite or the user provides "Random" in stringarg2, pick a random skincolor
- If arg3 is set, floats in the air
- MTF_OBJECTSPECIAL in binary format
- If arg4 is set, faces the closest player
- MTF_AMBUSH in binary format
- Uses some funny mathematical tricks to avoid checking on the same frame as every other audience member at once
- Uses P_GetNextEmerald to determine the associated emerald. Earlier work paying dividends!
- Color selected matching Cup Select screen
- New states which can be used in other contexts
- S_SUPEREMERALD1 and S_SUPEREMERALD2
- S_SUPEREMERALD_UNDER
- MT_CDUFO is now a valid type of Prison in Prison Break
- Tracked on counter
- Tracked on HUD
- Tracked on minimap
- P_AddBrokenPrison in p_inter.c
- Generalises behaviour on breaking a Prison Break object
- MT_CDUFO polish
- Can now be broken with all damaging objects EXCEPT Shield Orbinaut/Shield Jawz
- These two are exceptions to prevent them from denying you your on-contact item grab., which these will still give you if you touch them
- Breaking the object by touching it now causes hitlag instead of fireworks
- The fireworks were to make touching it feel good... but hitlag feels better :P
- Now supports mapobjectscale directly.
- Scaled 1.5x mapobjectscale
- Hitbox now far closer to actual sprite (which was just replaced, but was inexplicably far away from the old one too)