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.
Currently just plays the squishy "nope" sound for "KICK PLAYER?", all others are functional
Shows whether vote is active or the cooldown is too recent (via numerical timer) as reasons for why you can't select it
- Only calls callback if you're the server (and not demo.playback, forward thinking for stored xcmd netreplays)
- G_GamestateUsesExitLevel() for homogenising the conditions that permit XD_EXITLEVEL to be dispatched and recieved
- 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.
Thinkers and most collision.
- 4 Super Flickys deploy from above the owner player, in
a radius.
- Radius shrinks as Flickys descend.
- Flickys orbit their owner until coming within range of
another player.
- The entire group of Flickys attack another player at
once, with some delay between each.
- Flickys accelerate toward their target, constantly
building speed.
- When a Flicky is both within a short radius of its
target and the angle of momentum is narrowed toward the
target, the Flicky will sharply accelerate to impale the
target.
- When a Flicky is both outside of a long radius of its
target and the angle of momentum is facing away from the
target, the Flicky's momentum will be drastically cut in
order to make it easier for the Flicky to turn around.
- After one of the Flickys in the group hits its target,
all but one of the group is free to hunt a different
target.
- A new target is chosen from a radius around the current
target.
- Flickys can only target players who are not respawning
and who have not already been attacked by another
Flicky.
- Super Flickys can be blocked by a Guard. The Super
Flicky shall have all its momentum reflected (strong
knockback).
- Super Flickys can be insta-whipped. This shall have the
same effect as a Guard, with the additional effect of
knocking the 'Super' out of the Super Flicky.
- Non-Super Flickys are knocked back with gravity. After
bouncing off the ground once, it regains flight and will
continue to chase its target. However, it cannot damage
the target. After 5 seconds, the Flicky regains Super
state.
- The Flicky power-up is on a timer. After the timer
expires, Flickys lose Super state and ascend back into
the air (reverse of their initial descent).
- If the Super Flicky is not orbiting its target when it
ascends, it retains all horizontal momentum during the
ascent, 'flying off into the distance'.
- SendNameAndColor was completely out of order for some reason
- SendNameAndColor was sending cvar value instead of the send value. The value for sending. The value chosen specifically for sending, the send value.
- Color_OnChange was just broken in the SKINCOLOR_NONE case
Also makes gamedata save/load a little more forward compatible longterm by making a UINT32 bitfield for various once-event flags, with increased minor version
- Handle removing GP Backups when any game end sequence is started, not just the Podium (in case no Podium exists)
- Guarantee removal in M_StartCup out-of-entries failure state