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- scriptified PowerIronFeet and PowerMask.
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parent
65b7e344f7
commit
616f954153
6 changed files with 56 additions and 92 deletions
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@ -229,6 +229,8 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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// This code is taken and adapted from APowerProtection::ModifyDamage().
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// This code is taken and adapted from APowerProtection::ModifyDamage().
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// The differences include not using a default value, and of course the way
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// The differences include not using a default value, and of course the way
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// the damage factor info is obtained.
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// the damage factor info is obtained.
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// ApplyDamageFactors(ArmorType, damageType, damage, damage);
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DmgFactors *df = PClass::FindActor(ArmorType)->DamageFactors;
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DmgFactors *df = PClass::FindActor(ArmorType)->DamageFactors;
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if (df != NULL)
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if (df != NULL)
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{
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{
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@ -829,77 +829,6 @@ bool APowerInvisibility::HandlePickup (AInventory *item)
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return Super::HandlePickup (item);
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return Super::HandlePickup (item);
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}
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}
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// Ironfeet Powerup ----------------------------------------------------------
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IMPLEMENT_CLASS(APowerIronFeet, false, false)
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//===========================================================================
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//
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// APowerIronFeet :: AbsorbDamage
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//
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//===========================================================================
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void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (damageType == NAME_Drowning)
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{
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newdamage = 0;
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}
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}
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//===========================================================================
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//
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// APowerIronFeet :: DoEffect
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//
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//===========================================================================
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void APowerIronFeet::DoEffect ()
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{
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if (Owner->player != NULL)
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{
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Owner->player->mo->ResetAirSupply ();
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}
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}
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// Strife Environment Suit Powerup -------------------------------------------
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IMPLEMENT_CLASS(APowerMask, false, false)
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//===========================================================================
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//
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// APowerMask :: AbsorbDamage
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//
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//===========================================================================
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void APowerMask::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (damageType == NAME_Fire)
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{
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newdamage = 0;
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}
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else
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{
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Super::AbsorbDamage (damage, damageType, newdamage);
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}
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}
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//===========================================================================
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//
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// APowerMask :: DoEffect
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//
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//===========================================================================
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void APowerMask::DoEffect ()
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{
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Super::DoEffect ();
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if (!(level.time & 0x3f))
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{
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S_Sound (Owner, CHAN_AUTO, "misc/mask", 1, ATTN_STATIC);
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}
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}
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// Speed Powerup -------------------------------------------------------------
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// Speed Powerup -------------------------------------------------------------
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IMPLEMENT_CLASS(APowerSpeed, false, false)
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IMPLEMENT_CLASS(APowerSpeed, false, false)
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@ -89,22 +89,6 @@ protected:
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virtual int AlterWeaponSprite (visstyle_t *vis) override;
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virtual int AlterWeaponSprite (visstyle_t *vis) override;
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};
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};
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class APowerIronFeet : public APowerup
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{
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DECLARE_CLASS (APowerIronFeet, APowerup)
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public:
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage) override;
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virtual void DoEffect () override;
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};
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class APowerMask : public APowerIronFeet
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{
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DECLARE_CLASS (APowerMask, APowerIronFeet)
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public:
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage) override;
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virtual void DoEffect () override;
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};
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class APowerSpeed : public APowerup
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class APowerSpeed : public APowerup
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{
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{
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DECLARE_CLASS (APowerSpeed, APowerup)
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DECLARE_CLASS (APowerSpeed, APowerup)
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@ -394,9 +394,10 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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// Allow subclasses. Better would be to implement it as armor and let that reduce
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// Allow subclasses. Better would be to implement it as armor and let that reduce
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// the damage as part of the normal damage procedure. Unfortunately, I don't have
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// the damage as part of the normal damage procedure. Unfortunately, I don't have
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// different damage types yet, so that's not happening for now.
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// different damage types yet, so that's not happening for now.
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auto pitype = PClass::FindActor(NAME_PowerIronFeet);
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for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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{
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{
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if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet)))
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if (ironfeet->IsKindOf(pitype))
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break;
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break;
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}
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}
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@ -578,9 +579,10 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType)
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if (Terrains[floorType].AllowProtection)
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if (Terrains[floorType].AllowProtection)
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{
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{
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auto pitype = PClass::FindActor(NAME_PowerIronFeet);
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for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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{
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{
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if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet)))
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if (ironfeet->IsKindOf (pitype))
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break;
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break;
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}
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}
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}
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}
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@ -495,7 +495,7 @@ void FSerializer::Close()
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{
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{
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// we must explicitly delete all thinkers in the array which did not get linked into the thinker lists.
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// we must explicitly delete all thinkers in the array which did not get linked into the thinker lists.
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// Otherwise these objects may survive a level deletion and point to incorrect data.
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// Otherwise these objects may survive a level deletion and point to incorrect data.
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for (auto &obj : r->mDObjects)
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for (auto obj : r->mDObjects)
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{
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{
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auto think = dyn_cast<DThinker>(obj);
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auto think = dyn_cast<DThinker>(obj);
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if (think != nullptr)
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if (think != nullptr)
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@ -84,16 +84,45 @@ class PowerShadow : PowerInvisibility
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}
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}
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}
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}
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class PowerIronFeet : Powerup native
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//===========================================================================
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//
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// IronFeet
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//
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//===========================================================================
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class PowerIronFeet : Powerup
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{
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{
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Default
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Default
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{
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{
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Powerup.Duration -60;
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Powerup.Duration -60;
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Powerup.Color "00 ff 00", 0.125;
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Powerup.Color "00 ff 00", 0.125;
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}
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}
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override void AbsorbDamage (int damage, Name damageType, out int newdamage)
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{
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if (damageType == 'Drowning')
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{
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newdamage = 0;
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}
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}
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override void DoEffect ()
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{
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if (Owner.player != NULL)
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{
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Owner.player.mo.ResetAirSupply ();
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}
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}
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}
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}
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class PowerMask : PowerIronFeet native
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//===========================================================================
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//
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// Mask
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//
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//===========================================================================
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class PowerMask : PowerIronFeet
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{
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{
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Default
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Default
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{
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{
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@ -102,6 +131,24 @@ class PowerMask : PowerIronFeet native
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+INVENTORY.HUBPOWER
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+INVENTORY.HUBPOWER
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Inventory.Icon "I_MASK";
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Inventory.Icon "I_MASK";
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}
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}
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override void AbsorbDamage (int damage, Name damageType, out int newdamage)
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{
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if (damageType == 'Fire' || damageType == 'Drowning')
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{
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newdamage = 0;
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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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if (!(level.time & 0x3f))
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{
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Owner.A_PlaySound ("misc/mask", CHAN_AUTO);
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}
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}
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}
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}
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//===========================================================================
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//===========================================================================
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