mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
This commit is contained in:
commit
8954efd33c
10 changed files with 251 additions and 251 deletions
|
@ -3050,7 +3050,7 @@ void AM_Drawer ()
|
|||
return;
|
||||
|
||||
bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
|
||||
bool allthings = allmap && players[consoleplayer].mo->FindInventory(RUNTIME_CLASS(APowerScanner), true) != NULL;
|
||||
bool allthings = allmap && players[consoleplayer].mo->FindInventory(PClass::FindActor(NAME_PowerScanner), true) != nullptr;
|
||||
|
||||
if (am_portaloverlay)
|
||||
{
|
||||
|
|
|
@ -21,6 +21,7 @@
|
|||
#include "v_palette.h"
|
||||
#include "serializer.h"
|
||||
#include "r_utility.h"
|
||||
#include "virtual.h"
|
||||
|
||||
#include "r_data/colormaps.h"
|
||||
|
||||
|
@ -182,6 +183,25 @@ void APowerup::InitEffect ()
|
|||
{
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(APowerup, InitEffect)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APowerup);
|
||||
self->InitEffect();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void APowerup::CallInitEffect()
|
||||
{
|
||||
IFVIRTUAL(APowerup, InitEffect)
|
||||
{
|
||||
VMValue params[1] = { (DObject*)this };
|
||||
VMFrameStack stack;
|
||||
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
|
||||
}
|
||||
else InitEffect();
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerup :: DoEffect
|
||||
|
@ -230,6 +250,25 @@ void APowerup::EndEffect ()
|
|||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(APowerup, EndEffect)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APowerup);
|
||||
self->EndEffect();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void APowerup::CallEndEffect()
|
||||
{
|
||||
IFVIRTUAL(APowerup, EndEffect)
|
||||
{
|
||||
VMValue params[1] = { (DObject*)this };
|
||||
VMFrameStack stack;
|
||||
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
|
||||
}
|
||||
else EndEffect();
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerup :: Destroy
|
||||
|
@ -238,7 +277,7 @@ void APowerup::EndEffect ()
|
|||
|
||||
void APowerup::Destroy ()
|
||||
{
|
||||
EndEffect ();
|
||||
CallEndEffect ();
|
||||
Super::Destroy ();
|
||||
}
|
||||
|
||||
|
@ -325,7 +364,7 @@ AInventory *APowerup::CreateCopy (AActor *other)
|
|||
// properly attached to anything yet.
|
||||
Owner = other;
|
||||
// Actually activate the powerup.
|
||||
InitEffect ();
|
||||
CallInitEffect ();
|
||||
// Clear the Owner field, unless it was
|
||||
// changed by the activation, for example,
|
||||
// if this instance is a morph powerup;
|
||||
|
@ -599,7 +638,7 @@ void APowerInvisibility::InitEffect ()
|
|||
flags5 &= ~(Owner->flags5 & INVISIBILITY_FLAGS5);
|
||||
Owner->flags5 |= flags5 & INVISIBILITY_FLAGS5;
|
||||
|
||||
DoEffect();
|
||||
CallDoEffect();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1262,7 +1301,7 @@ IMPLEMENT_CLASS(APowerTargeter, false, false)
|
|||
|
||||
void APowerTargeter::Travelled ()
|
||||
{
|
||||
InitEffect ();
|
||||
CallInitEffect ();
|
||||
}
|
||||
|
||||
void APowerTargeter::InitEffect ()
|
||||
|
@ -1300,14 +1339,14 @@ void APowerTargeter::AttachToOwner(AActor *other)
|
|||
Super::AttachToOwner(other);
|
||||
|
||||
// Let's actually properly call this for the targeters.
|
||||
InitEffect();
|
||||
CallInitEffect();
|
||||
}
|
||||
|
||||
bool APowerTargeter::HandlePickup(AInventory *item)
|
||||
{
|
||||
if (Super::HandlePickup(item))
|
||||
{
|
||||
InitEffect(); // reset the HUD sprites
|
||||
CallInitEffect(); // reset the HUD sprites
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -1443,10 +1482,6 @@ void APowerBuddha::EndEffect ()
|
|||
Owner->player->cheats &= ~CF_BUDDHA;
|
||||
}
|
||||
|
||||
// Scanner powerup ----------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(APowerScanner, false, false)
|
||||
|
||||
// Time freezer powerup -----------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS( APowerTimeFreezer, false, false)
|
||||
|
@ -1709,144 +1744,6 @@ void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage
|
|||
}
|
||||
}
|
||||
|
||||
// Drain rune -------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(APowerDrain, false, false)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ARuneDrain :: InitEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerDrain::InitEffect( )
|
||||
{
|
||||
Super::InitEffect();
|
||||
|
||||
if (Owner== NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
// Give the player the power to drain life from opponents when he damages them.
|
||||
Owner->player->cheats |= CF_DRAIN;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ARuneDrain :: EndEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerDrain::EndEffect( )
|
||||
{
|
||||
Super::EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
{
|
||||
// Take away the drain power.
|
||||
Owner->player->cheats &= ~CF_DRAIN;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Regeneration rune -------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(APowerRegeneration, false, false)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerRegeneration :: DoEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerRegeneration::DoEffect()
|
||||
{
|
||||
Super::DoEffect();
|
||||
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
|
||||
{
|
||||
if (P_GiveBody(Owner, int(Strength)))
|
||||
{
|
||||
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// High jump rune -------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(APowerHighJump, false, false)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ARuneHighJump :: InitEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerHighJump::InitEffect( )
|
||||
{
|
||||
Super::InitEffect();
|
||||
|
||||
if (Owner== NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
// Give the player the power to jump much higher.
|
||||
Owner->player->cheats |= CF_HIGHJUMP;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ARuneHighJump :: EndEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerHighJump::EndEffect( )
|
||||
{
|
||||
Super::EndEffect();
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
{
|
||||
// Take away the high jump power.
|
||||
Owner->player->cheats &= ~CF_HIGHJUMP;
|
||||
}
|
||||
}
|
||||
|
||||
// Double firing speed rune ---------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(APowerDoubleFiringSpeed, false, false)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerDoubleFiringSpeed :: InitEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerDoubleFiringSpeed::InitEffect( )
|
||||
{
|
||||
Super::InitEffect();
|
||||
|
||||
if (Owner== NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
// Give the player the power to shoot twice as fast.
|
||||
Owner->player->cheats |= CF_DOUBLEFIRINGSPEED;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerDoubleFiringSpeed :: EndEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerDoubleFiringSpeed::EndEffect( )
|
||||
{
|
||||
Super::EndEffect();
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
{
|
||||
// Take away the shooting twice as fast power.
|
||||
Owner->player->cheats &= ~CF_DOUBLEFIRINGSPEED;
|
||||
}
|
||||
}
|
||||
|
||||
// Morph powerup ------------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(APowerMorph, false, true)
|
||||
|
@ -1955,42 +1852,3 @@ void APowerMorph::EndEffect( )
|
|||
MorphedPlayer = NULL;
|
||||
}
|
||||
|
||||
// Infinite Ammo Powerup -----------------------------------------------------
|
||||
|
||||
IMPLEMENT_CLASS(APowerInfiniteAmmo, false, false)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerInfiniteAmmo :: InitEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerInfiniteAmmo::InitEffect( )
|
||||
{
|
||||
Super::InitEffect();
|
||||
|
||||
if (Owner== NULL || Owner->player == NULL)
|
||||
return;
|
||||
|
||||
// Give the player infinite ammo
|
||||
Owner->player->cheats |= CF_INFINITEAMMO;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APowerInfiniteAmmo :: EndEffect
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void APowerInfiniteAmmo::EndEffect( )
|
||||
{
|
||||
Super::EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner != NULL && Owner->player != NULL)
|
||||
{
|
||||
// Take away the limitless ammo
|
||||
Owner->player->cheats &= ~CF_INFINITEAMMO;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -26,11 +26,15 @@ public:
|
|||
FNameNoInit Mode;
|
||||
double Strength;
|
||||
|
||||
protected:
|
||||
public:
|
||||
virtual void InitEffect ();
|
||||
virtual void DoEffect () override;
|
||||
virtual void EndEffect ();
|
||||
|
||||
protected:
|
||||
void CallInitEffect();
|
||||
void CallEndEffect();
|
||||
|
||||
friend void EndAllPowerupEffects(AInventory *item);
|
||||
friend void InitAllPowerupEffects(AInventory *item);
|
||||
};
|
||||
|
@ -161,11 +165,6 @@ class APowerMinotaur : public APowerup
|
|||
DECLARE_CLASS (APowerMinotaur, APowerup)
|
||||
};
|
||||
|
||||
class APowerScanner : public APowerup
|
||||
{
|
||||
DECLARE_CLASS (APowerScanner, APowerup)
|
||||
};
|
||||
|
||||
class APowerTargeter : public APowerup
|
||||
{
|
||||
DECLARE_CLASS (APowerTargeter, APowerup)
|
||||
|
@ -222,45 +221,6 @@ protected:
|
|||
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
|
||||
};
|
||||
|
||||
class APowerDrain : public APowerup
|
||||
{
|
||||
DECLARE_CLASS( APowerDrain, APowerup )
|
||||
protected:
|
||||
virtual void InitEffect() override;
|
||||
virtual void EndEffect() override;
|
||||
};
|
||||
|
||||
class APowerRegeneration : public APowerup
|
||||
{
|
||||
DECLARE_CLASS( APowerRegeneration, APowerup )
|
||||
protected:
|
||||
virtual void DoEffect() override;
|
||||
};
|
||||
|
||||
class APowerHighJump : public APowerup
|
||||
{
|
||||
DECLARE_CLASS( APowerHighJump, APowerup )
|
||||
protected:
|
||||
virtual void InitEffect() override;
|
||||
virtual void EndEffect() override;
|
||||
};
|
||||
|
||||
class APowerDoubleFiringSpeed : public APowerup
|
||||
{
|
||||
DECLARE_CLASS( APowerDoubleFiringSpeed, APowerup )
|
||||
protected:
|
||||
virtual void InitEffect() override;
|
||||
virtual void EndEffect() override;
|
||||
};
|
||||
|
||||
class APowerInfiniteAmmo : public APowerup
|
||||
{
|
||||
DECLARE_CLASS( APowerInfiniteAmmo, APowerup )
|
||||
protected:
|
||||
virtual void InitEffect() override;
|
||||
virtual void EndEffect() override;
|
||||
};
|
||||
|
||||
class APowerMorph : public APowerup
|
||||
{
|
||||
DECLARE_CLASS( APowerMorph, APowerup )
|
||||
|
|
|
@ -585,7 +585,7 @@ void EndAllPowerupEffects(AInventory *item)
|
|||
{
|
||||
if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
|
||||
{
|
||||
static_cast<APowerup *>(item)->EndEffect();
|
||||
static_cast<APowerup *>(item)->CallEndEffect();
|
||||
}
|
||||
item = item->Inventory;
|
||||
}
|
||||
|
@ -605,7 +605,7 @@ void InitAllPowerupEffects(AInventory *item)
|
|||
{
|
||||
if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
|
||||
{
|
||||
static_cast<APowerup *>(item)->InitEffect();
|
||||
static_cast<APowerup *>(item)->CallInitEffect();
|
||||
}
|
||||
item = item->Inventory;
|
||||
}
|
||||
|
|
|
@ -354,6 +354,7 @@ xx(MapSpot)
|
|||
xx(PatrolPoint)
|
||||
xx(PatrolSpecial)
|
||||
xx(Communicator)
|
||||
xx(PowerScanner)
|
||||
|
||||
// Textmap properties
|
||||
//xx(X)
|
||||
|
|
|
@ -1545,7 +1545,7 @@ dopain:
|
|||
target->SetState (target->SeeState);
|
||||
}
|
||||
}
|
||||
else if ((damage > 0 || fakedPain) && source != target->target && target->OkayToSwitchTarget (source))
|
||||
else if (source != target->target && target->OkayToSwitchTarget (source))
|
||||
{
|
||||
// Target actor is not intent on another actor,
|
||||
// so make him chase after source
|
||||
|
|
|
@ -1298,7 +1298,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
|
|||
if ((tm.thing->Z() >= topz) || (tm.thing->Top() <= thing->Z()))
|
||||
return true;
|
||||
}
|
||||
// If they are not allowed to overlap, the rest of this function still needs to be executed.
|
||||
else return unblocking; // This may not really make sense, but Heretic depends on the broken implementation.
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -3801,7 +3801,7 @@ void AActor::Tick ()
|
|||
// by the order in the inventory, not the order in the thinker table
|
||||
while (item != NULL && item->Owner == this)
|
||||
{
|
||||
item->DoEffect();
|
||||
item->CallDoEffect();
|
||||
item = item->Inventory;
|
||||
}
|
||||
|
||||
|
|
|
@ -1059,3 +1059,32 @@ enum EPuffFlags
|
|||
PF_HITTHINGBLEED = 8,
|
||||
PF_NORANDOMZ = 16
|
||||
};
|
||||
|
||||
enum EPlayerCheats
|
||||
{
|
||||
CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
|
||||
CF_GODMODE = 1 << 1, // No damage, no health loss.
|
||||
CF_NOVELOCITY = 1 << 2, // Not really a cheat, just a debug aid.
|
||||
CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
|
||||
CF_FLY = 1 << 4, // [RH] Flying player
|
||||
CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
|
||||
CF_FROZEN = 1 << 6, // [RH] Don't let the player move
|
||||
CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
|
||||
CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
|
||||
CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
|
||||
CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
|
||||
CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
|
||||
CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
|
||||
CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
|
||||
CF_DRAIN = 1 << 16, // Player owns a drain powerup
|
||||
CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
|
||||
CF_REFLECTION = 1 << 19,
|
||||
CF_PROSPERITY = 1 << 20,
|
||||
CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
|
||||
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
|
||||
CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
|
||||
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
|
||||
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
|
||||
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
|
||||
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
|
||||
};
|
||||
|
|
|
@ -25,6 +25,9 @@ class Powerup : Inventory native
|
|||
|
||||
// Note, that while this is an inventory flag, it only has meaning on an active powerup.
|
||||
override bool GetNoTeleportFreeze() { return bNoTeleportFreeze; }
|
||||
|
||||
native virtual void InitEffect();
|
||||
native virtual void EndEffect();
|
||||
|
||||
}
|
||||
|
||||
|
@ -210,7 +213,13 @@ class PowerBuddha : Powerup native
|
|||
}
|
||||
}
|
||||
|
||||
class PowerScanner : Powerup native
|
||||
//===========================================================================
|
||||
//
|
||||
// Scanner (this is active just by being present)
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerScanner : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
|
@ -243,26 +252,177 @@ class PowerProtection : Powerup native
|
|||
}
|
||||
}
|
||||
|
||||
class PowerDrain : Powerup native
|
||||
//===========================================================================
|
||||
//
|
||||
// Drain
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerDrain : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -60;
|
||||
}
|
||||
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Give the player the power to drain life from opponents when he damages them.
|
||||
Owner.player.cheats |= CF_DRAIN;
|
||||
}
|
||||
}
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Take away the drain power.
|
||||
Owner.player.cheats &= ~CF_DRAIN;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class PowerRegeneration : Powerup native
|
||||
//===========================================================================
|
||||
//
|
||||
// Regeneration
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerRegeneration : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -120;
|
||||
Powerup.Strength 5;
|
||||
}
|
||||
|
||||
override void DoEffect()
|
||||
{
|
||||
Super.DoEffect();
|
||||
if (Owner != null && Owner.health > 0 && (level.time & 31) == 0)
|
||||
{
|
||||
if (Owner.GiveBody(int(Strength)))
|
||||
{
|
||||
Owner.A_PlaySound("*regenerate", CHAN_ITEM);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class PowerHighJump : Powerup native {}
|
||||
//===========================================================================
|
||||
//
|
||||
// HighJump
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerDoubleFiringSpeed : Powerup native {}
|
||||
class PowerHighJump : Powerup
|
||||
{
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Give the player the power to jump much higher.
|
||||
Owner.player.cheats |= CF_HIGHJUMP;
|
||||
}
|
||||
}
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Take away the high jump power.
|
||||
Owner.player.cheats &= ~CF_HIGHJUMP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// DoubleFiringSpeed
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerDoubleFiringSpeed : Powerup
|
||||
{
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Give the player the power to shoot twice as fast.
|
||||
Owner.player.cheats |= CF_DOUBLEFIRINGSPEED;
|
||||
}
|
||||
}
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Take away the shooting twice as fast power.
|
||||
Owner.player.cheats &= ~CF_DOUBLEFIRINGSPEED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// InfiniteAmmo
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerInfiniteAmmo : Powerup
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -30;
|
||||
}
|
||||
|
||||
override void InitEffect()
|
||||
{
|
||||
Super.InitEffect();
|
||||
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Give the player infinite ammo
|
||||
Owner.player.cheats |= CF_INFINITEAMMO;
|
||||
}
|
||||
}
|
||||
|
||||
override void EndEffect()
|
||||
{
|
||||
Super.EndEffect();
|
||||
|
||||
// Nothing to do if there's no owner.
|
||||
if (Owner!= null && Owner.player != null)
|
||||
{
|
||||
// Take away the limitless ammo
|
||||
Owner.player.cheats &= ~CF_INFINITEAMMO;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// PowerMorph
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
class PowerMorph : Powerup native
|
||||
{
|
||||
|
@ -278,11 +438,3 @@ class PowerMorph : Powerup native
|
|||
}
|
||||
}
|
||||
|
||||
class PowerInfiniteAmmo : Powerup native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Powerup.Duration -30;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue