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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- scriptified the TimeFreezer powerup.
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parent
7fd35069d5
commit
15f30886cd
5 changed files with 143 additions and 129 deletions
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@ -1481,134 +1481,6 @@ void APowerBuddha::EndEffect ()
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Owner->player->cheats &= ~CF_BUDDHA;
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}
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// Time freezer powerup -----------------------------------------------------
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IMPLEMENT_CLASS( APowerTimeFreezer, false, false)
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//===========================================================================
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//
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// APowerTimeFreezer :: InitEffect
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//
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//===========================================================================
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void APowerTimeFreezer::InitEffect()
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{
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int freezemask;
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Super::InitEffect();
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if (Owner == NULL || Owner->player == NULL)
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return;
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// When this powerup is in effect, pause the music.
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S_PauseSound(false, false);
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// Give the player and his teammates the power to move when time is frozen.
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freezemask = 1 << (Owner->player - players);
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Owner->player->timefreezer |= freezemask;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] &&
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players[i].mo != NULL &&
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players[i].mo->IsTeammate(Owner)
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)
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{
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players[i].timefreezer |= freezemask;
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}
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}
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// [RH] The effect ends one tic after the counter hits zero, so make
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// sure we start at an odd count.
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EffectTics += !(EffectTics & 1);
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if ((EffectTics & 1) == 0)
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{
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EffectTics++;
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}
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// Make sure the effect starts and ends on an even tic.
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if ((level.time & 1) == 0)
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{
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level.flags2 |= LEVEL2_FROZEN;
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}
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else
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{
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// Compensate for skipped tic, but beware of overflow.
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if(EffectTics < INT_MAX)
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EffectTics++;
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}
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}
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//===========================================================================
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//
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// APowerTimeFreezer :: DoEffect
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//
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//===========================================================================
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void APowerTimeFreezer::DoEffect()
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{
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Super::DoEffect();
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// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
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// will get thrown off.
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// [ED850] Don't change it if the player is predicted either.
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if (level.time & 1 || (Owner != NULL && Owner->player != NULL && Owner->player->cheats & CF_PREDICTING))
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{
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return;
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}
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// [RH] The "blinking" can't check against EffectTics exactly or it will
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// never happen, because InitEffect ensures that EffectTics will always
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// be odd when level.time is even.
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if ( EffectTics > 4*32
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|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
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|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
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|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
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|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ))
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level.flags2 |= LEVEL2_FROZEN;
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else
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level.flags2 &= ~LEVEL2_FROZEN;
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}
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//===========================================================================
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//
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// APowerTimeFreezer :: EndEffect
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//
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//===========================================================================
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void APowerTimeFreezer::EndEffect()
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{
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int i;
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Super::EndEffect();
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// If there is an owner, remove the timefreeze flag corresponding to
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// her from all players.
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if (Owner != NULL && Owner->player != NULL)
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{
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int freezemask = ~(1 << (Owner->player - players));
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].timefreezer &= freezemask;
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}
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}
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// Are there any players who still have timefreezer bits set?
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].timefreezer != 0)
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{
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break;
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}
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}
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if (i == MAXPLAYERS)
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{
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// No, so allow other actors to move about freely once again.
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level.flags2 &= ~LEVEL2_FROZEN;
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// Also, turn the music back on.
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S_ResumeSound(false);
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}
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}
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// Morph powerup ------------------------------------------------------
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IMPLEMENT_CLASS(APowerMorph, false, true)
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@ -1888,6 +1888,7 @@ DEFINE_FIELD_BIT(FLevelLocals, flags2, monsterfallingdamage, LEVEL2_MONSTERFALLI
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DEFINE_FIELD_BIT(FLevelLocals, flags2, checkswitchrange, LEVEL2_CHECKSWITCHRANGE)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, polygrind, LEVEL2_POLYGRIND)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, nomonsters, LEVEL2_NOMONSTERS)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, frozen, LEVEL2_FROZEN)
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//==========================================================================
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//
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@ -1852,6 +1852,15 @@ void S_PauseSound (bool notmusic, bool notsfx)
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}
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}
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DEFINE_ACTION_FUNCTION(DObject, S_PauseSound)
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{
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PARAM_PROLOGUE;
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PARAM_BOOL(notmusic);
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PARAM_BOOL(notsfx);
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S_PauseSound(notmusic, notsfx);
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return 0;
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}
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//==========================================================================
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//
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// S_ResumeSound
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@ -1873,6 +1882,14 @@ void S_ResumeSound (bool notsfx)
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}
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}
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DEFINE_ACTION_FUNCTION(DObject, S_ResumeSound)
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{
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PARAM_PROLOGUE;
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PARAM_BOOL(notsfx);
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S_ResumeSound(notsfx);
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return 0;
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}
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//==========================================================================
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//
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// S_SetSoundPaused
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@ -9,6 +9,8 @@ class Object native
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native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
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native static int GameType();
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native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
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native static void S_PauseSound (bool notmusic, bool notsfx);
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native static void S_ResumeSound (bool notsfx);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
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native static uint BAM(double angle);
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@ -138,6 +140,7 @@ struct LevelLocals native
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native bool checkswitchrange;
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native bool polygrind;
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native bool nomonsters;
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native bool frozen;
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// level_info_t *info cannot be done yet.
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}
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@ -228,12 +228,133 @@ class PowerScanner : Powerup
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}
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}
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class PowerTimeFreezer : Powerup native
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//===========================================================================
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//
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// TimeFreezer
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//
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//===========================================================================
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class PowerTimeFreezer : Powerup
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{
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Default
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{
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Powerup.Duration -12;
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}
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//===========================================================================
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//
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// InitEffect
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//
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//===========================================================================
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override void InitEffect()
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{
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int freezemask;
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Super.InitEffect();
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if (Owner == null || Owner.player == null)
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return;
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// When this powerup is in effect, pause the music.
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S_PauseSound(false, false);
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// Give the player and his teammates the power to move when time is frozen.
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freezemask = 1 << Owner.PlayerNumber();
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Owner.player.timefreezer |= freezemask;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] &&
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players[i].mo != null &&
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players[i].mo.IsTeammate(Owner)
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)
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{
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players[i].timefreezer |= freezemask;
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}
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}
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// [RH] The effect ends one tic after the counter hits zero, so make
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// sure we start at an odd count.
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EffectTics += !(EffectTics & 1);
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if ((EffectTics & 1) == 0)
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{
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EffectTics++;
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}
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// Make sure the effect starts and ends on an even tic.
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if ((level.time & 1) == 0)
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{
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level.frozen = true;;
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}
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else
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{
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// Compensate for skipped tic, but beware of overflow.
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if(EffectTics < 0x7fffffff)
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EffectTics++;
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}
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}
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//===========================================================================
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//
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// APowerTimeFreezer :: DoEffect
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//
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//===========================================================================
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override void DoEffect()
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{
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Super.DoEffect();
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// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
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// will get thrown off.
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// [ED850] Don't change it if the player is predicted either.
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if (level.time & 1 || (Owner != null && Owner.player != null && Owner.player.cheats & CF_PREDICTING))
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{
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return;
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}
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// [RH] The "blinking" can't check against EffectTics exactly or it will
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// never happen, because InitEffect ensures that EffectTics will always
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// be odd when level.time is even.
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level.frozen = ( EffectTics > 4*32
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|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
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|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
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|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
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|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ));
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}
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//===========================================================================
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//
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// APowerTimeFreezer :: EndEffect
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//
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//===========================================================================
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override void EndEffect()
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{
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Super.EndEffect();
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// If there is an owner, remove the timefreeze flag corresponding to
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// her from all players.
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if (Owner != null && Owner.player != null)
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{
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int freezemask = ~(1 << Owner.PlayerNumber());
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].timefreezer &= freezemask;
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}
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}
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// Are there any players who still have timefreezer bits set?
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].timefreezer != 0)
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{
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return;
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}
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}
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// No, so allow other actors to move about freely once again.
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level.frozen = false;
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// Also, turn the music back on.
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S_ResumeSound(false);
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}
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}
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//===========================================================================
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