2016-11-30 12:36:13 +00:00
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class PowerupGiver : Inventory native
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{
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native Class<Actor> PowerupType;
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native int EffectTics; // Non-0 to override the powerup's default tics
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native color BlendColor; // Non-0 to override the powerup's default blend
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native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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native double Strength; // Meaning depends on powerup - currently used only by Invisibility
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Default
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{
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Inventory.DefMaxAmount;
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.PickupSound "misc/p_pkup";
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}
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}
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class Powerup : Inventory native
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{
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native int EffectTics;
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native color BlendColor;
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native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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native double Strength; // Meaning depends on powerup - currently used only by Invisibility
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2016-11-30 14:54:01 +00:00
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// Note, that while this is an inventory flag, it only has meaning on an active powerup.
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2016-11-30 15:19:13 +00:00
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override bool GetNoTeleportFreeze() { return bNoTeleportFreeze; }
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2016-12-30 22:32:43 +00:00
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native virtual void InitEffect();
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native virtual void EndEffect();
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2017-01-10 18:57:51 +00:00
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native bool isBlinking();
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2016-11-30 14:54:01 +00:00
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2016-11-30 12:36:13 +00:00
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}
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class PowerInvulnerable : Powerup native
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{
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Default
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{
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Powerup.Duration -30;
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inventory.icon "SPSHLD0";
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}
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}
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class PowerStrength : Powerup native
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{
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Default
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{
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Powerup.Duration 1;
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Powerup.Color "ff 00 00", 0.5;
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+INVENTORY.HUBPOWER
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}
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}
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class PowerInvisibility : Powerup native
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{
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Default
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{
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+SHADOW;
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Powerup.Duration -60;
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Powerup.Strength 80;
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Powerup.Mode "Fuzzy";
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}
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}
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class PowerGhost : PowerInvisibility
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{
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Default
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{
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+GHOST;
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Powerup.Duration -60;
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Powerup.Strength 60;
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Powerup.Mode "None";
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}
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}
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class PowerShadow : PowerInvisibility
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{
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Default
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{
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+INVENTORY.HUBPOWER
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Powerup.Duration -55;
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Powerup.Strength 75;
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Powerup.Mode "Cumulative";
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}
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}
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class PowerIronFeet : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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Powerup.Color "00 ff 00", 0.125;
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}
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}
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class PowerMask : PowerIronFeet native
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{
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Default
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{
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Powerup.Duration -80;
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Powerup.Color "00 00 00", 0;
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+INVENTORY.HUBPOWER
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Inventory.Icon "I_MASK";
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}
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}
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2017-01-15 23:46:15 +00:00
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//===========================================================================
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//
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// LightAmp
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//
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//===========================================================================
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class PowerLightAmp : Powerup
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2016-11-30 12:36:13 +00:00
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{
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Default
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{
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Powerup.Duration -120;
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}
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2017-01-15 23:46:15 +00:00
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//===========================================================================
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//
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// APowerLightAmp :: 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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let player = Owner.player;
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if (player != NULL && player.fixedcolormap < PlayerInfo.NUMCOLORMAPS)
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{
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if (!isBlinking())
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{
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player.fixedlightlevel = 1;
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}
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else
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{
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player.fixedlightlevel = -1;
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}
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}
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}
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//===========================================================================
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//
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// APowerLightAmp :: 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 (Owner != NULL && Owner.player != NULL && Owner.player.fixedcolormap < PlayerInfo.NUMCOLORMAPS)
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{
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Owner.player.fixedlightlevel = -1;
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}
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}
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2016-11-30 12:36:13 +00:00
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}
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2017-01-15 23:46:15 +00:00
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//===========================================================================
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//
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// Torch
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//
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//===========================================================================
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class PowerTorch : PowerLightAmp
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{
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int NewTorch, NewTorchDelta;
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override void DoEffect ()
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{
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if (Owner == NULL || Owner.player == NULL)
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{
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return;
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}
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let player = Owner.player;
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if (EffectTics <= BLINKTHRESHOLD || player.fixedcolormap >= PlayerInfo.NUMCOLORMAPS)
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{
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Super.DoEffect ();
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}
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else
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{
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Powerup.DoEffect ();
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if (!(level.time & 16) && Owner.player != NULL)
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{
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if (NewTorch != 0)
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{
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if (player.fixedlightlevel + NewTorchDelta > 7
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|| player.fixedlightlevel + NewTorchDelta < 0
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|| NewTorch == player.fixedlightlevel)
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{
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NewTorch = 0;
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}
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else
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{
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player.fixedlightlevel += NewTorchDelta;
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}
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}
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else
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{
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NewTorch = (random[torch]() & 7) + 1;
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NewTorchDelta = (NewTorch == Owner.player.fixedlightlevel) ?
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0 : ((NewTorch > player.fixedlightlevel) ? 1 : -1);
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}
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}
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}
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}
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}
|
2016-11-30 12:36:13 +00:00
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2017-01-15 22:21:38 +00:00
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//===========================================================================
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//
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// Flight
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//
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//===========================================================================
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class PowerFlight : Powerup
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2016-11-30 12:36:13 +00:00
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{
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Default
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{
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Powerup.Duration -60;
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+INVENTORY.HUBPOWER
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}
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2017-01-15 22:21:38 +00:00
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bool HitCenterFrame;
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//===========================================================================
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//
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// APowerFlight :: InitEffect
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//
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//===========================================================================
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override void InitEffect ()
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{
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Super.InitEffect();
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Owner.bFly = true;
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Owner.bNoGravity = true;
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if (Owner.pos.Z <= Owner.floorz)
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{
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Owner.Vel.Z = 4;; // thrust the player in the air a bit
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}
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if (Owner.Vel.Z <= -35)
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{ // stop falling scream
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Owner.A_StopSound (CHAN_VOICE);
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}
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}
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//===========================================================================
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//
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// APowerFlight :: DoEffect
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//
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//===========================================================================
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override void Tick ()
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{
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// The Wings of Wrath only expire in multiplayer and non-hub games
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if (!multiplayer && level.infinite_flight)
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{
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EffectTics++;
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}
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Super.Tick ();
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}
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//===========================================================================
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//
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// APowerFlight :: 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 (Owner == NULL || Owner.player == NULL)
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{
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return;
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}
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if (!(Owner.bFlyCheat))
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{
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if (Owner.pos.Z != Owner.floorz)
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{
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Owner.player.centering = true;
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}
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Owner.bFly = false;
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Owner.bNoGravity = false;
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}
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}
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//===========================================================================
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//
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// APowerFlight :: DrawPowerup
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//
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//===========================================================================
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override bool DrawPowerup (int x, int y)
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{
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// If this item got a valid icon use that instead of the default spinning wings.
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if (Icon.isValid())
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{
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return Super.DrawPowerup(x, y);
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}
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if (EffectTics > BLINKTHRESHOLD || !(EffectTics & 16))
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{
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TextureID picnum = TexMan.CheckForTexture ("SPFLY0", TexMan.Type_MiscPatch);
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int frame = (level.time/3) & 15;
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if (!picnum.isValid())
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{
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return false;
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}
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if (Owner.bNoGravity)
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{
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if (HitCenterFrame && (frame != 15 && frame != 0))
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{
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screen.DrawHUDTexture (picnum + 15, x, y);
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}
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else
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{
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screen.DrawHUDTexture (picnum + frame, x, y);
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HitCenterFrame = false;
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}
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}
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else
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{
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if (!HitCenterFrame && (frame != 15 && frame != 0))
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{
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screen.DrawHUDTexture (picnum + frame, x, y);
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HitCenterFrame = false;
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}
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else
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{
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screen.DrawHUDTexture (picnum+15, x, y);
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HitCenterFrame = true;
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}
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}
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}
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return true;
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}
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|
2016-11-30 12:36:13 +00:00
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}
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2017-01-15 22:21:38 +00:00
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//===========================================================================
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//
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|
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// WeaponLevel2
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//
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//===========================================================================
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class PowerWeaponLevel2 : Powerup
|
2016-11-30 12:36:13 +00:00
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{
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Default
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{
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Powerup.Duration -40;
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Inventory.Icon "SPINBK0";
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+INVENTORY.NOTELEPORTFREEZE
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}
|
2017-01-15 22:21:38 +00:00
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//===========================================================================
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//
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// APowerWeaponLevel2 :: InitEffect
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//
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//===========================================================================
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override void InitEffect ()
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{
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Super.InitEffect();
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let player = Owner.player;
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if (player == null)
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return;
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|
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let weap = player.ReadyWeapon;
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if (weap == null)
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return;
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|
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let sister = weap.SisterWeapon;
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if (sister == null)
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return;
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|
|
if (!sister.bPowered_Up)
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|
|
return;
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|
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|
|
let ready = sister.GetReadyState();
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|
|
if (weap.GetReadyState() != ready)
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|
{
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|
player.ReadyWeapon = sister;
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|
|
player.SetPsprite(PSP_WEAPON, ready);
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|
|
}
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|
else
|
|
|
|
{
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|
|
PSprite psp = player.FindPSprite(PSprite.WEAPON);
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|
|
if (psp != null && psp.Caller == player.ReadyWeapon)
|
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|
|
{
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|
|
// If the weapon changes but the state does not, we have to manually change the PSprite's caller here.
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|
psp.Caller = sister;
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|
|
player.ReadyWeapon = sister;
|
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|
|
}
|
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|
else
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|
|
{
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|
|
// Something went wrong. Initiate a regular weapon change.
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|
|
player.PendingWeapon = sister;
|
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|
|
}
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|
|
|
}
|
|
|
|
}
|
|
|
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|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APowerWeaponLevel2 :: EndEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
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|
|
|
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|
|
override void EndEffect ()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
if (Owner == null) return;
|
|
|
|
let player = Owner.player;
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
if (player.ReadyWeapon != NULL && player.ReadyWeapon.bPowered_Up)
|
|
|
|
{
|
|
|
|
player.ReadyWeapon.EndPowerup ();
|
|
|
|
}
|
|
|
|
if (player.PendingWeapon != NULL && player.PendingWeapon != WP_NOCHANGE &&
|
|
|
|
player.PendingWeapon.bPowered_Up &&
|
|
|
|
player.PendingWeapon.SisterWeapon != NULL)
|
|
|
|
{
|
|
|
|
player.PendingWeapon = player.PendingWeapon.SisterWeapon;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2017-01-15 19:58:52 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Speed
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2016-11-30 12:36:13 +00:00
|
|
|
class PowerSpeed : Powerup native
|
|
|
|
{
|
|
|
|
native int SpeedFlags;
|
2017-01-15 19:58:52 +00:00
|
|
|
|
|
|
|
const PSF_NOTRAIL = 1;
|
|
|
|
|
2016-11-30 12:36:13 +00:00
|
|
|
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -45;
|
|
|
|
Speed 1.5;
|
|
|
|
Inventory.Icon "SPBOOT0";
|
|
|
|
+INVENTORY.NOTELEPORTFREEZE
|
|
|
|
}
|
2016-11-30 14:54:01 +00:00
|
|
|
|
2017-01-15 19:58:52 +00:00
|
|
|
override double GetSpeedFactor()
|
|
|
|
{
|
|
|
|
return Speed;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APowerSpeed :: DoEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void DoEffect ()
|
|
|
|
{
|
|
|
|
Super.DoEffect ();
|
|
|
|
|
|
|
|
if (Owner == NULL || Owner.player == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (Owner.player.cheats & CF_PREDICTING)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (SpeedFlags & PSF_NOTRAIL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (level.time & 1)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Check if another speed item is present to avoid multiple drawing of the speed trail.
|
|
|
|
// Only the last PowerSpeed without PSF_NOTRAIL set will actually draw the trail.
|
|
|
|
for (Inventory item = Inv; item != NULL; item = item.Inv)
|
|
|
|
{
|
|
|
|
let sitem = PowerSpeed(item);
|
|
|
|
if (sitem != null && !(sitem.SpeedFlags & PSF_NOTRAIL))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Owner.Vel.Length() <= 12)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Actor speedMo = Spawn("PlayerSpeedTrail", Owner.Pos, NO_REPLACE);
|
|
|
|
if (speedMo)
|
|
|
|
{
|
|
|
|
speedMo.Angle = Owner.Angle;
|
|
|
|
speedMo.Translation = Owner.Translation;
|
|
|
|
speedMo.target = Owner;
|
|
|
|
speedMo.sprite = Owner.sprite;
|
|
|
|
speedMo.frame = Owner.frame;
|
|
|
|
speedMo.Floorclip = Owner.Floorclip;
|
|
|
|
|
|
|
|
// [BC] Also get the scale from the owner.
|
|
|
|
speedMo.Scale = Owner.Scale;
|
|
|
|
|
|
|
|
if (Owner == players[consoleplayer].camera &&
|
|
|
|
!(Owner.player.cheats & CF_CHASECAM))
|
|
|
|
{
|
|
|
|
speedMo.bInvisible = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Player Speed Trail (used by the Speed Powerup) ----------------------------
|
|
|
|
|
|
|
|
class PlayerSpeedTrail : Actor
|
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
+NOBLOCKMAP
|
|
|
|
+NOGRAVITY
|
|
|
|
Alpha 0.6;
|
|
|
|
RenderStyle "Translucent";
|
|
|
|
}
|
|
|
|
|
|
|
|
override void Tick()
|
|
|
|
{
|
|
|
|
Alpha -= .6 / 8;
|
|
|
|
if (Alpha <= 0)
|
|
|
|
{
|
|
|
|
Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-01-15 19:58:52 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Minotaur
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2017-01-03 20:03:05 +00:00
|
|
|
class PowerMinotaur : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -25;
|
|
|
|
Inventory.Icon "SPMINO0";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-01-15 19:58:52 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Targeter
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
2017-01-15 18:44:43 +00:00
|
|
|
class PowerTargeter : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -160;
|
|
|
|
+INVENTORY.HUBPOWER
|
|
|
|
}
|
|
|
|
States
|
|
|
|
{
|
|
|
|
Targeter:
|
|
|
|
TRGT A -1;
|
|
|
|
Stop;
|
|
|
|
TRGT B -1;
|
|
|
|
Stop;
|
|
|
|
TRGT C -1;
|
|
|
|
Stop;
|
|
|
|
}
|
2017-01-15 18:44:43 +00:00
|
|
|
|
|
|
|
override void Travelled ()
|
|
|
|
{
|
|
|
|
InitEffect ();
|
|
|
|
}
|
|
|
|
|
|
|
|
override void InitEffect ()
|
|
|
|
{
|
|
|
|
// Why is this called when the inventory isn't even attached yet
|
|
|
|
// in APowerup.CreateCopy?
|
|
|
|
if (!Owner.FindInventory(GetClass(), true))
|
|
|
|
return;
|
|
|
|
|
|
|
|
let player = Owner.player;
|
|
|
|
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
if (player == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
let stat = FindState("Targeter");
|
|
|
|
|
|
|
|
if (stat != null)
|
|
|
|
{
|
|
|
|
player.SetPsprite(PSprite.TARGETCENTER, stat);
|
|
|
|
player.SetPsprite(PSprite.TARGETLEFT, stat + 1);
|
|
|
|
player.SetPsprite(PSprite.TARGETRIGHT, stat + 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
player.GetPSprite(PSprite.TARGETCENTER).x = (160-3);
|
|
|
|
player.GetPSprite(PSprite.TARGETCENTER).y =
|
|
|
|
player.GetPSprite(PSprite.TARGETLEFT).y =
|
|
|
|
player.GetPSprite(PSprite.TARGETRIGHT).y = (100-3);
|
|
|
|
PositionAccuracy ();
|
|
|
|
}
|
|
|
|
|
|
|
|
override void AttachToOwner(Actor other)
|
|
|
|
{
|
|
|
|
Super.AttachToOwner(other);
|
|
|
|
|
|
|
|
// Let's actually properly call this for the targeters.
|
|
|
|
InitEffect();
|
|
|
|
}
|
|
|
|
|
|
|
|
override bool HandlePickup(Inventory item)
|
|
|
|
{
|
|
|
|
if (Super.HandlePickup(item))
|
|
|
|
{
|
|
|
|
InitEffect(); // reset the HUD sprites
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
override void DoEffect ()
|
|
|
|
{
|
|
|
|
Super.DoEffect ();
|
|
|
|
|
|
|
|
if (Owner != null && Owner.player != null)
|
|
|
|
{
|
|
|
|
let player = Owner.player;
|
|
|
|
|
|
|
|
PositionAccuracy ();
|
|
|
|
if (EffectTics < 5*TICRATE)
|
|
|
|
{
|
|
|
|
let stat = FindState("Targeter");
|
|
|
|
|
|
|
|
if (stat != null)
|
|
|
|
{
|
|
|
|
if (EffectTics & 32)
|
|
|
|
{
|
|
|
|
player.SetPsprite(PSprite.TARGETRIGHT, null);
|
|
|
|
player.SetPsprite(PSprite.TARGETLEFT, stat + 1);
|
|
|
|
}
|
|
|
|
else if (EffectTics & 16)
|
|
|
|
{
|
|
|
|
player.SetPsprite(PSprite.TARGETRIGHT, stat + 2);
|
|
|
|
player.SetPsprite(PSprite.TARGETLEFT, null);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
override void EndEffect ()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
if (Owner != null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Calling GetPSprite here could crash if we're creating a new game.
|
|
|
|
// This is because P_SetupLevel nulls the player's mo before destroying
|
|
|
|
// every DThinker which in turn ends up calling this.
|
|
|
|
// However P_SetupLevel is only called after G_NewInit which calls
|
|
|
|
// every player's dtor which destroys all their psprites.
|
|
|
|
let player = Owner.player;
|
|
|
|
PSprite pspr;
|
|
|
|
if ((pspr = player.FindPSprite(PSprite.TARGETCENTER)) != null) pspr.SetState(null);
|
|
|
|
if ((pspr = player.FindPSprite(PSprite.TARGETLEFT)) != null) pspr.SetState(null);
|
|
|
|
if ((pspr = player.FindPSprite(PSprite.TARGETRIGHT)) != null) pspr.SetState(null);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private void PositionAccuracy ()
|
|
|
|
{
|
|
|
|
let player = Owner.player;
|
|
|
|
|
|
|
|
if (player != null)
|
|
|
|
{
|
|
|
|
player.GetPSprite(PSprite.TARGETLEFT).x = (160-3) - ((100 - player.mo.accuracy));
|
|
|
|
player.GetPSprite(PSprite.TARGETRIGHT).x = (160-3)+ ((100 - player.mo.accuracy));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2017-01-03 20:03:05 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Frightener
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerFrightener : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -60;
|
|
|
|
}
|
2017-01-03 20:03:05 +00:00
|
|
|
|
|
|
|
override void InitEffect ()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
if (Owner== null || Owner.player == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Owner.player.cheats |= CF_FRIGHTENING;
|
|
|
|
}
|
|
|
|
|
|
|
|
override void EndEffect ()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
|
|
|
|
if (Owner== null || Owner.player == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Owner.player.cheats &= ~CF_FRIGHTENING;
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2017-01-03 20:03:05 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Buddha
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerBuddha : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -60;
|
|
|
|
}
|
2017-01-03 20:03:05 +00:00
|
|
|
|
|
|
|
override void InitEffect ()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
if (Owner== null || Owner.player == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Owner.player.cheats |= CF_BUDDHA;
|
|
|
|
}
|
|
|
|
|
|
|
|
override void EndEffect ()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
|
|
|
|
if (Owner== null || Owner.player == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Owner.player.cheats &= ~CF_BUDDHA;
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Scanner (this is active just by being present)
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerScanner : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -80;
|
|
|
|
+INVENTORY.HUBPOWER
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-01-03 19:06:20 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// TimeFreezer
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerTimeFreezer : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -12;
|
|
|
|
}
|
2017-01-03 19:06:20 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// InitEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
int freezemask;
|
|
|
|
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
if (Owner == null || Owner.player == null)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// When this powerup is in effect, pause the music.
|
|
|
|
S_PauseSound(false, false);
|
|
|
|
|
|
|
|
// Give the player and his teammates the power to move when time is frozen.
|
|
|
|
freezemask = 1 << Owner.PlayerNumber();
|
|
|
|
Owner.player.timefreezer |= freezemask;
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (playeringame[i] &&
|
|
|
|
players[i].mo != null &&
|
|
|
|
players[i].mo.IsTeammate(Owner)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
players[i].timefreezer |= freezemask;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] The effect ends one tic after the counter hits zero, so make
|
|
|
|
// sure we start at an odd count.
|
|
|
|
EffectTics += !(EffectTics & 1);
|
|
|
|
if ((EffectTics & 1) == 0)
|
|
|
|
{
|
|
|
|
EffectTics++;
|
|
|
|
}
|
|
|
|
// Make sure the effect starts and ends on an even tic.
|
|
|
|
if ((level.time & 1) == 0)
|
|
|
|
{
|
|
|
|
level.frozen = true;;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Compensate for skipped tic, but beware of overflow.
|
|
|
|
if(EffectTics < 0x7fffffff)
|
|
|
|
EffectTics++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APowerTimeFreezer :: DoEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void DoEffect()
|
|
|
|
{
|
|
|
|
Super.DoEffect();
|
|
|
|
// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
|
|
|
|
// will get thrown off.
|
|
|
|
// [ED850] Don't change it if the player is predicted either.
|
|
|
|
if (level.time & 1 || (Owner != null && Owner.player != null && Owner.player.cheats & CF_PREDICTING))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// [RH] The "blinking" can't check against EffectTics exactly or it will
|
|
|
|
// never happen, because InitEffect ensures that EffectTics will always
|
|
|
|
// be odd when level.time is even.
|
|
|
|
level.frozen = ( EffectTics > 4*32
|
|
|
|
|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
|
|
|
|
|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
|
|
|
|
|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
|
|
|
|
|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ));
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// APowerTimeFreezer :: EndEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void EndEffect()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
|
|
|
|
// If there is an owner, remove the timefreeze flag corresponding to
|
|
|
|
// her from all players.
|
|
|
|
if (Owner != null && Owner.player != null)
|
|
|
|
{
|
|
|
|
int freezemask = ~(1 << Owner.PlayerNumber());
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
players[i].timefreezer &= freezemask;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Are there any players who still have timefreezer bits set?
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i] && players[i].timefreezer != 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// No, so allow other actors to move about freely once again.
|
|
|
|
level.frozen = false;
|
|
|
|
|
|
|
|
// Also, turn the music back on.
|
|
|
|
S_ResumeSound(false);
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2017-01-01 22:11:48 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Damage
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerDamage : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -25;
|
|
|
|
}
|
2017-01-01 22:11:48 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// InitEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
if (Owner != null)
|
|
|
|
{
|
|
|
|
Owner.A_PlaySound(SeeSound, CHAN_5, 1.0, false, ATTN_NONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// EndEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void EndEffect()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
if (Owner != null)
|
|
|
|
{
|
|
|
|
Owner.A_PlaySound(DeathSound, CHAN_5, 1.0, false, ATTN_NONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ModifyDamage
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
|
|
|
|
{
|
|
|
|
if (!passive && damage > 0)
|
|
|
|
{
|
|
|
|
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
|
|
|
|
if (Owner != null && newdamage > damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2017-01-01 22:11:48 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Protection
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerProtection : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -25;
|
|
|
|
}
|
2017-01-01 22:11:48 +00:00
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// InitEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
|
|
|
|
|
|
|
let o = Owner; // copy to a local variable for quicker access.
|
|
|
|
if (o != null)
|
|
|
|
{
|
|
|
|
o.A_PlaySound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
|
|
|
|
|
|
// Transfer various protection flags if owner does not already have them.
|
|
|
|
// If the owner already has the flag, clear it from the powerup.
|
|
|
|
// If the powerup still has a flag set, add it to the owner.
|
|
|
|
bNoRadiusDmg &= !o.bNoRadiusDmg;
|
|
|
|
o.bNoRadiusDmg |= bNoRadiusDmg;
|
|
|
|
|
|
|
|
bDontMorph &= !o.bDontMorph;
|
|
|
|
o.bDontMorph |= bDontMorph;
|
|
|
|
|
|
|
|
bDontSquash &= !o.bDontSquash;
|
|
|
|
o.bDontSquash |= bDontSquash;
|
|
|
|
|
|
|
|
bDontBlast &= !o.bDontBlast;
|
|
|
|
o.bDontBlast |= bDontBlast;
|
|
|
|
|
|
|
|
bNoTeleOther &= !o.bNoTeleOther;
|
|
|
|
o.bNoTeleOther |= bNoTeleOther;
|
|
|
|
|
|
|
|
bNoPain &= !o.bNoPain;
|
|
|
|
o.bNoPain |= bNoPain;
|
|
|
|
|
|
|
|
bDontRip &= !o.bDontRip;
|
|
|
|
o.bDontRip |= bDontRip;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// EndEffect
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void EndEffect()
|
|
|
|
{
|
|
|
|
Super.EndEffect();
|
|
|
|
let o = Owner; // copy to a local variable for quicker access.
|
|
|
|
if (o != null)
|
|
|
|
{
|
|
|
|
o.A_PlaySound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
|
|
|
|
|
|
o.bNoRadiusDmg &= !bNoRadiusDmg;
|
|
|
|
o.bDontMorph &= !bDontMorph;
|
|
|
|
o.bDontSquash &= !bDontSquash;
|
|
|
|
o.bDontBlast &= !bDontBlast;
|
|
|
|
o.bNoTeleOther &= !bNoTeleOther;
|
|
|
|
o.bNoPain &= !bNoPain;
|
|
|
|
o.bDontRip &= !bDontRip;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// AbsorbDamage
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
|
|
|
|
{
|
|
|
|
if (passive && damage > 0)
|
|
|
|
{
|
|
|
|
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
|
|
|
|
if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Drain
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerDrain : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -60;
|
|
|
|
}
|
2016-12-31 00:08:09 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// Regeneration
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerRegeneration : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -120;
|
|
|
|
Powerup.Strength 5;
|
|
|
|
}
|
2016-12-31 00:08:09 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// HighJump
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerHighJump : Powerup
|
|
|
|
{
|
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
2016-11-30 12:36:13 +00:00
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
if (Owner!= null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Give the player the power to jump much higher.
|
|
|
|
Owner.player.cheats |= CF_HIGHJUMP;
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
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
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
2016-12-31 00:08:09 +00:00
|
|
|
override void InitEffect()
|
|
|
|
{
|
|
|
|
Super.InitEffect();
|
2016-11-30 12:36:13 +00:00
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
if (Owner!= null && Owner.player != null)
|
|
|
|
{
|
|
|
|
// Give the player the power to shoot twice as fast.
|
|
|
|
Owner.player.cheats |= CF_DOUBLEFIRINGSPEED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
override void EndEffect()
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
2016-12-31 00:08:09 +00:00
|
|
|
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;
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-12-30 23:20:02 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
2016-12-31 00:08:09 +00:00
|
|
|
// InfiniteAmmo
|
2016-12-30 23:20:02 +00:00
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerInfiniteAmmo : Powerup
|
2016-11-30 12:36:13 +00:00
|
|
|
{
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -30;
|
|
|
|
}
|
2016-12-30 23:20:02 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
2016-11-30 12:36:13 +00:00
|
|
|
}
|
|
|
|
|
2016-12-31 00:08:09 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// PowerMorph
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
class PowerMorph : Powerup native
|
|
|
|
{
|
|
|
|
native Class<PlayerPawn> PlayerClass;
|
|
|
|
native Class<Actor> MorphFlash, UnMorphFlash;
|
|
|
|
native int MorphStyle;
|
|
|
|
native PlayerInfo MorphedPlayer;
|
|
|
|
|
|
|
|
Default
|
|
|
|
{
|
|
|
|
Powerup.Duration -40;
|
|
|
|
}
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2017-01-01 18:23:43 +00:00
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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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Super.InitEffect();
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if (Owner != null && Owner.player != null && PlayerClass != null)
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{
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let realplayer = Owner.player; // Remember the identity of the player
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if (realplayer.MorphPlayer(realplayer, PlayerClass, 0x7fffffff/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
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{
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Owner = realplayer.mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
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bCreateCopyMoved = true; // Let the caller know the "real" owner has changed (to the morphed actor)
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MorphedPlayer = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
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}
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else // morph failed - give the caller an opportunity to fail the pickup completely
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{
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bInitEffectFailed = true; // Let the caller know that the activation failed (can fail the pickup if appropriate)
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}
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}
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}
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//===========================================================================
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//
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// 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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// Abort if owner already destroyed or unmorphed
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if (Owner == null || MorphedPlayer == null || Owner.alternative == null)
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{
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return;
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}
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// Abort if owner is dead; their Die() method will
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// take care of any required unmorphing on death.
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if (MorphedPlayer.health <= 0)
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{
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return;
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}
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int savedMorphTics = MorphedPlayer.morphTics;
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MorphedPlayer.UndoPlayerMorph (MorphedPlayer, 0, !!(MorphedPlayer.MorphStyle & MRF_UNDOALWAYS));
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// Abort if unmorph failed; in that case,
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// set the usual retry timer and return.
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if (MorphedPlayer != null && MorphedPlayer.morphTics)
|
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|
{
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// Transfer retry timeout
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// to the powerup's timer.
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EffectTics = MorphedPlayer.morphTics;
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// Reload negative morph tics;
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|
|
// use actual value; it may
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|
// be in use for animation.
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MorphedPlayer.morphTics = savedMorphTics;
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|
|
// Try again some time later
|
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|
return;
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}
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|
|
// Unmorph suceeded
|
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|
|
MorphedPlayer = null;
|
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|
|
}
|
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|
|
2016-12-31 00:08:09 +00:00
|
|
|
}
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