// Teleport (self) ---------------------------------------------------------- class ArtiTeleport : Inventory { Default { +COUNTITEM +FLOATBOB +INVENTORY.INVBAR Inventory.PickupFlash "PickupFlash"; +INVENTORY.FANCYPICKUPSOUND Inventory.DefMaxAmount; Inventory.Icon "ARTIATLP"; Inventory.PickupSound "misc/p_pkup"; Inventory.PickupMessage "$TXT_ARTITELEPORT"; Tag "$TAG_ARTITELEPORT"; } States { Spawn: ATLP ABCB 4; Loop; } override bool Use (bool pickup) { Vector3 dest; int destAngle; if (deathmatch) { [dest, destAngle] = G_PickDeathmatchStart(); } else { [dest, destAngle] = G_PickPlayerStart(Owner.PlayerNumber()); } dest.Z = ONFLOORZ; Owner.Teleport (dest, destAngle, TELF_SOURCEFOG | TELF_DESTFOG); bool canlaugh = true; Playerinfo p = Owner.player; if (p && p.morphTics && (p.MorphStyle & MRF_UNDOBYCHAOSDEVICE)) { // Teleporting away will undo any morph effects (pig) if (!p.mo.UndoPlayerMorph (p, MRF_UNDOBYCHAOSDEVICE) && (p.MorphStyle & MRF_FAILNOLAUGH)) { canlaugh = false; } } if (canlaugh) { // Full volume laugh Owner.A_PlaySound ("*evillaugh", CHAN_VOICE, 1, false, ATTN_NONE); } return true; } }