heretic2-sdk/Toolkit/Programming/GameCode/game/spl_powerup.c
1998-11-24 00:00:00 +00:00

46 lines
1.2 KiB
C

//
// spl_powerup.c
//
// Heretic II
// Copyright 1998 Raven Software
//
#include "g_local.h"
#include "fx.h"
#include "g_itemstats.h"
void SpellCastPowerup(edict_t *Caster, vec3_t StartPos, vec3_t AimAngles, vec3_t AimDir, float value)
{
assert(Caster->client);
// Kill any tomes that may already be out there for this player.
gi.RemoveEffects(&Caster->s, FX_TOME_OF_POWER);
// if we are a chicken, lets make us a player again
if (Caster->flags & FL_CHICKEN)
{
Caster->morph_timer = level.time - 0.1;
}
else
{
// add some time in on the timer for the powerup
Caster->client->playerinfo.powerup_timer = level.time + POWERUP_DURATION;
// turn on the light at the client effect end through client flags that are passed down
Caster->s.effects |= EF_POWERUP_ENABLED;
Caster->client->playerinfo.effects |= EF_POWERUP_ENABLED;
// create the tome of power
gi.CreateEffect(&Caster->s, FX_TOME_OF_POWER, CEF_OWNERS_ORIGIN, NULL, "");
}
// start up the shrine powerup effect
// gi.CreateEffect(&Caster->s, FX_SHRINE_POWERUP, CEF_OWNERS_ORIGIN, NULL, "");
// do the SHRINE sound
gi.sound(Caster, CHAN_ITEM,gi.soundindex("items/shrine5.wav"),1,ATTN_NORM,0);
}
// end