- CL_ClearPlayer
- Delete followmobj, stumbleIndicator, and sliptideZipIndicator
- Wipe flickyAttacker and powerup.flickyController
- G_PlayerReborn
- Properly destroy the Follower and its bubble overlays, etc
- Ensure ringShooter pointer is kept
- Delete followmobj, stumbleIndicator, and sliptideZipIndicator
- Wipe flickyAttacker and powerup.flickyController
- P_PlayerThink
- Ensure all invalid pointers are erased, even on hitlag frames
Since it's already ticking for the sake of a fuse, make it handle its own movement/scaling as well.
Spawning is still handled by the player thinker (and can be blocked by hitlag), but this permits it to disappear when a player dies/disconnects the server.
- Guard is always up, not activated by e-brake or spheres
- Guard can still be broken by player contact
- No instawhip cooldown from Guard being up
- No sphere loss while Guard is up
- Guard appears at max size
1st: Look straight at camera, no matter what
2nd, 3rd: Look at any players with a better position, no matter how far away they are
Loser Valley: Stare forward like the serfs you are
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.
- 3 splats spawn before the instawhip cooldown runs out
- Splats angle steeply outward in a triangle formation
- VFX is animated, animation runs out right when instawhip
cooldown completely runs out
- 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