// Healing Radius Artifact -------------------------------------------------- class ArtiHealingRadius : Inventory { const HEAL_RADIUS_DIST = 255.; Default { +COUNTITEM +FLOATBOB Inventory.DefMaxAmount; +INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND Inventory.PickupFlash "PickupFlash"; Inventory.Icon "ARTIHRAD"; Inventory.PickupSound "misc/p_pkup"; Inventory.PickupMessage "$TXT_ARTIHEALINGRADIUS"; Tag "$TAG_ARTIHEALINGRADIUS"; } States { Spawn: HRAD ABCDEFGHIJKLMNOP 4 Bright; Loop; } override bool Use (bool pickup) { bool effective = false; Name mode = 'Health'; PlayerPawn pp = PlayerPawn(Owner); if (pp) mode = pp.HealingRadiusType; for (int i = 0; i < MAXPLAYERS; ++i) { PlayerPawn mo = players[i].mo; if (playeringame[i] && mo != null && mo.health > 0 && mo.Distance2D (Owner) <= HEAL_RADIUS_DIST) { // Q: Is it worth it to make this selectable as a player property? // A: Probably not - but it sure doesn't hurt. bool gotsome=false; switch (mode) { case 'Armor': for (int j = 0; j < 4; ++j) { HexenArmor armor = HexenArmor(Spawn("HexenArmor")); armor.health = j; armor.Amount = 1; if (!armor.CallTryPickup (mo)) { armor.Destroy (); } else { gotsome = true; } } break; case 'Mana': { int amount = 50 + (random[HealRadius]() % 50); if (mo.GiveAmmo ("Mana1", amount) || mo.GiveAmmo ("Mana2", amount)) { gotsome = true; } break; } default: //case NAME_Health: gotsome = mo.GiveBody (50 + (random[HealRadius]() % 50)); break; } if (gotsome) { mo.A_PlaySound ("MysticIncant", CHAN_AUTO); effective=true; } } } return effective; } }