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