mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- scriptified a few more of the simpler powerups.
This commit is contained in:
parent
3b524cbed4
commit
267b1842b4
5 changed files with 142 additions and 199 deletions
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@ -3050,7 +3050,7 @@ void AM_Drawer ()
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return;
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return;
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bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
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bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
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bool allthings = allmap && players[consoleplayer].mo->FindInventory(RUNTIME_CLASS(APowerScanner), true) != NULL;
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bool allthings = allmap && players[consoleplayer].mo->FindInventory(PClass::FindActor(NAME_PowerScanner), true) != nullptr;
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if (am_portaloverlay)
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if (am_portaloverlay)
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{
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{
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@ -1481,10 +1481,6 @@ void APowerBuddha::EndEffect ()
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Owner->player->cheats &= ~CF_BUDDHA;
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Owner->player->cheats &= ~CF_BUDDHA;
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}
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}
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// Scanner powerup ----------------------------------------------------------
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IMPLEMENT_CLASS(APowerScanner, false, false)
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// Time freezer powerup -----------------------------------------------------
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// Time freezer powerup -----------------------------------------------------
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IMPLEMENT_CLASS( APowerTimeFreezer, false, false)
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IMPLEMENT_CLASS( APowerTimeFreezer, false, false)
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@ -1747,144 +1743,6 @@ void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage
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}
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}
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}
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}
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// Drain rune -------------------------------------------------------
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IMPLEMENT_CLASS(APowerDrain, false, false)
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//===========================================================================
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//
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// ARuneDrain :: InitEffect
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//
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//===========================================================================
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void APowerDrain::InitEffect( )
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{
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Super::InitEffect();
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if (Owner== NULL || Owner->player == NULL)
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return;
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// Give the player the power to drain life from opponents when he damages them.
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Owner->player->cheats |= CF_DRAIN;
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}
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//===========================================================================
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//
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// ARuneDrain :: EndEffect
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//
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//===========================================================================
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void APowerDrain::EndEffect( )
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{
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Super::EndEffect();
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// Nothing to do if there's no owner.
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if (Owner != NULL && Owner->player != NULL)
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{
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// Take away the drain power.
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Owner->player->cheats &= ~CF_DRAIN;
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}
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}
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// Regeneration rune -------------------------------------------------------
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IMPLEMENT_CLASS(APowerRegeneration, false, false)
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//===========================================================================
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//
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// APowerRegeneration :: DoEffect
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//
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//===========================================================================
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void APowerRegeneration::DoEffect()
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{
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Super::DoEffect();
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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{
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if (P_GiveBody(Owner, int(Strength)))
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{
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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}
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}
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}
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// High jump rune -------------------------------------------------------
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IMPLEMENT_CLASS(APowerHighJump, false, false)
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//===========================================================================
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//
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// ARuneHighJump :: InitEffect
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//
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//===========================================================================
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void APowerHighJump::InitEffect( )
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{
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Super::InitEffect();
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if (Owner== NULL || Owner->player == NULL)
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return;
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// Give the player the power to jump much higher.
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Owner->player->cheats |= CF_HIGHJUMP;
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}
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//===========================================================================
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//
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// ARuneHighJump :: EndEffect
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//
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//===========================================================================
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void APowerHighJump::EndEffect( )
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{
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Super::EndEffect();
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// Nothing to do if there's no owner.
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if (Owner != NULL && Owner->player != NULL)
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{
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// Take away the high jump power.
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Owner->player->cheats &= ~CF_HIGHJUMP;
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}
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}
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// Double firing speed rune ---------------------------------------------
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IMPLEMENT_CLASS(APowerDoubleFiringSpeed, false, false)
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//===========================================================================
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//
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// APowerDoubleFiringSpeed :: InitEffect
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//
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//===========================================================================
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void APowerDoubleFiringSpeed::InitEffect( )
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{
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Super::InitEffect();
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if (Owner== NULL || Owner->player == NULL)
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return;
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// Give the player the power to shoot twice as fast.
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Owner->player->cheats |= CF_DOUBLEFIRINGSPEED;
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}
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//===========================================================================
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//
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// APowerDoubleFiringSpeed :: EndEffect
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//
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//===========================================================================
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void APowerDoubleFiringSpeed::EndEffect( )
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{
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Super::EndEffect();
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// Nothing to do if there's no owner.
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if (Owner != NULL && Owner->player != NULL)
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{
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// Take away the shooting twice as fast power.
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Owner->player->cheats &= ~CF_DOUBLEFIRINGSPEED;
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}
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}
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// Morph powerup ------------------------------------------------------
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// Morph powerup ------------------------------------------------------
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IMPLEMENT_CLASS(APowerMorph, false, true)
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IMPLEMENT_CLASS(APowerMorph, false, true)
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@ -165,11 +165,6 @@ class APowerMinotaur : public APowerup
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DECLARE_CLASS (APowerMinotaur, APowerup)
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DECLARE_CLASS (APowerMinotaur, APowerup)
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};
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};
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class APowerScanner : public APowerup
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{
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DECLARE_CLASS (APowerScanner, APowerup)
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};
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class APowerTargeter : public APowerup
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class APowerTargeter : public APowerup
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{
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{
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DECLARE_CLASS (APowerTargeter, APowerup)
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DECLARE_CLASS (APowerTargeter, APowerup)
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@ -226,37 +221,6 @@ protected:
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
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};
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};
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class APowerDrain : public APowerup
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{
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DECLARE_CLASS( APowerDrain, APowerup )
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protected:
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virtual void InitEffect() override;
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virtual void EndEffect() override;
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};
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class APowerRegeneration : public APowerup
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{
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DECLARE_CLASS( APowerRegeneration, APowerup )
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protected:
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virtual void DoEffect() override;
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};
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class APowerHighJump : public APowerup
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{
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DECLARE_CLASS( APowerHighJump, APowerup )
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protected:
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virtual void InitEffect() override;
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virtual void EndEffect() override;
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};
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class APowerDoubleFiringSpeed : public APowerup
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{
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DECLARE_CLASS( APowerDoubleFiringSpeed, APowerup )
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protected:
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virtual void InitEffect() override;
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virtual void EndEffect() override;
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};
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class APowerMorph : public APowerup
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class APowerMorph : public APowerup
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{
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{
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DECLARE_CLASS( APowerMorph, APowerup )
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DECLARE_CLASS( APowerMorph, APowerup )
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@ -354,6 +354,7 @@ xx(MapSpot)
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xx(PatrolPoint)
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xx(PatrolPoint)
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xx(PatrolSpecial)
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xx(PatrolSpecial)
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xx(Communicator)
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xx(Communicator)
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xx(PowerScanner)
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// Textmap properties
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// Textmap properties
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//xx(X)
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//xx(X)
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@ -213,7 +213,13 @@ class PowerBuddha : Powerup native
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}
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}
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}
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}
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class PowerScanner : Powerup native
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//===========================================================================
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//
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// Scanner (this is active just by being present)
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//
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//===========================================================================
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class PowerScanner : 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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@ -246,44 +252,138 @@ class PowerProtection : Powerup native
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}
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}
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}
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}
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class PowerDrain : Powerup native
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//===========================================================================
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//
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// Drain
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//
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//===========================================================================
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class PowerDrain : 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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}
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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)
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{
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// Give the player the power to drain life from opponents when he damages them.
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Owner.player.cheats |= CF_DRAIN;
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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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// Nothing to do if there's no owner.
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if (Owner!= null && Owner.player != null)
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{
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// Take away the drain power.
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Owner.player.cheats &= ~CF_DRAIN;
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}
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}
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}
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}
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class PowerRegeneration : Powerup native
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//===========================================================================
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//
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// Regeneration
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//
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//===========================================================================
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class PowerRegeneration : 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 -120;
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Powerup.Duration -120;
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Powerup.Strength 5;
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Powerup.Strength 5;
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}
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}
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}
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class PowerHighJump : Powerup native {}
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override void DoEffect()
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class PowerDoubleFiringSpeed : Powerup native {}
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class PowerMorph : Powerup native
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{
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native Class<PlayerPawn> PlayerClass;
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native Class<Actor> MorphFlash, UnMorphFlash;
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native int MorphStyle;
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native PlayerInfo MorphedPlayer;
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native bool bInUndoMorph;
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Default
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{
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{
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Powerup.Duration -40;
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Super.DoEffect();
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if (Owner != null && Owner.health > 0 && (level.time & 31) == 0)
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{
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if (Owner.GiveBody(int(Strength)))
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{
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Owner.A_PlaySound("*regenerate", CHAN_ITEM);
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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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//===========================================================================
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//===========================================================================
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//
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//
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// PowerInfiniteAmmo
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// HighJump
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//
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//===========================================================================
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class PowerHighJump : Powerup
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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)
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{
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// Give the player the power to jump much higher.
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Owner.player.cheats |= CF_HIGHJUMP;
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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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// Nothing to do if there's no owner.
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if (Owner!= null && Owner.player != null)
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{
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// Take away the high jump power.
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Owner.player.cheats &= ~CF_HIGHJUMP;
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}
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}
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}
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//===========================================================================
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//
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// DoubleFiringSpeed
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//
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//===========================================================================
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class PowerDoubleFiringSpeed : Powerup
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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)
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{
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// Give the player the power to shoot twice as fast.
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Owner.player.cheats |= CF_DOUBLEFIRINGSPEED;
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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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// Nothing to do if there's no owner.
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if (Owner!= null && Owner.player != null)
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{
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// Take away the shooting twice as fast power.
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Owner.player.cheats &= ~CF_DOUBLEFIRINGSPEED;
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}
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}
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}
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//===========================================================================
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//
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// InfiniteAmmo
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//
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//
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//===========================================================================
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//===========================================================================
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@ -318,3 +418,23 @@ class PowerInfiniteAmmo : Powerup
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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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// PowerMorph
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//
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//===========================================================================
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class PowerMorph : Powerup native
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{
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native Class<PlayerPawn> PlayerClass;
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native Class<Actor> MorphFlash, UnMorphFlash;
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native int MorphStyle;
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native PlayerInfo MorphedPlayer;
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native bool bInUndoMorph;
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Default
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{
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Powerup.Duration -40;
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}
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}
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