mirror of
https://github.com/ZDoom/gzdoom.git
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a597979738
- moved inventory stuff into its own directory.
823 lines
17 KiB
Text
823 lines
17 KiB
Text
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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// Note, that while this is an inventory flag, it only has meaning on an active powerup.
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override bool GetNoTeleportFreeze() { return bNoTeleportFreeze; }
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native virtual void InitEffect();
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native virtual void EndEffect();
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native bool isBlinking();
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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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class PowerLightAmp : Powerup native
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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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}
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class PowerTorch : PowerLightAmp native {}
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class PowerFlight : 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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+INVENTORY.HUBPOWER
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}
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}
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class PowerWeaponLevel2 : Powerup native
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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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}
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}
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class PowerSpeed : Powerup native
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{
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native int SpeedFlags;
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Default
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{
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Powerup.Duration -45;
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Speed 1.5;
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Inventory.Icon "SPBOOT0";
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+INVENTORY.NOTELEPORTFREEZE
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}
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override double GetSpeedFactor() { return Speed; }
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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class PlayerSpeedTrail : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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Alpha 0.6;
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RenderStyle "Translucent";
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}
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override void Tick()
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{
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Alpha -= .6 / 8;
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if (Alpha <= 0)
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{
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Destroy ();
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}
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}
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}
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class PowerMinotaur : Powerup
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{
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Default
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{
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Powerup.Duration -25;
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Inventory.Icon "SPMINO0";
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}
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}
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class PowerTargeter : Powerup native
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{
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Default
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{
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Powerup.Duration -160;
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+INVENTORY.HUBPOWER
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}
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States
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{
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Targeter:
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TRGT A -1;
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Stop;
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TRGT B -1;
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Stop;
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TRGT C -1;
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Stop;
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}
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}
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//===========================================================================
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//
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// Frightener
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//
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//===========================================================================
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class PowerFrightener : Powerup
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{
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Default
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{
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Powerup.Duration -60;
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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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return;
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Owner.player.cheats |= CF_FRIGHTENING;
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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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return;
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Owner.player.cheats &= ~CF_FRIGHTENING;
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}
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}
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//===========================================================================
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//
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// Buddha
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//
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//===========================================================================
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class PowerBuddha : Powerup
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{
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Default
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{
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Powerup.Duration -60;
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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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return;
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Owner.player.cheats |= CF_BUDDHA;
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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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return;
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Owner.player.cheats &= ~CF_BUDDHA;
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}
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}
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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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Default
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{
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Powerup.Duration -80;
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+INVENTORY.HUBPOWER
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}
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}
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//===========================================================================
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//
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// TimeFreezer
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//
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//===========================================================================
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class PowerTimeFreezer : Powerup
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{
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Default
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{
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Powerup.Duration -12;
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}
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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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int freezemask;
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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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// When this powerup is in effect, pause the music.
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S_PauseSound(false, false);
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// Give the player and his teammates the power to move when time is frozen.
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freezemask = 1 << Owner.PlayerNumber();
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Owner.player.timefreezer |= freezemask;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] &&
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players[i].mo != null &&
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players[i].mo.IsTeammate(Owner)
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)
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{
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players[i].timefreezer |= freezemask;
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}
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}
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// [RH] The effect ends one tic after the counter hits zero, so make
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// sure we start at an odd count.
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EffectTics += !(EffectTics & 1);
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if ((EffectTics & 1) == 0)
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{
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EffectTics++;
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}
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// Make sure the effect starts and ends on an even tic.
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if ((level.time & 1) == 0)
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{
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level.frozen = true;;
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}
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else
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{
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// Compensate for skipped tic, but beware of overflow.
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if(EffectTics < 0x7fffffff)
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EffectTics++;
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}
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}
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//===========================================================================
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//
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// APowerTimeFreezer :: 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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// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
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// will get thrown off.
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// [ED850] Don't change it if the player is predicted either.
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if (level.time & 1 || (Owner != null && Owner.player != null && Owner.player.cheats & CF_PREDICTING))
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{
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return;
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}
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// [RH] The "blinking" can't check against EffectTics exactly or it will
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// never happen, because InitEffect ensures that EffectTics will always
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// be odd when level.time is even.
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level.frozen = ( EffectTics > 4*32
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|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
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|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
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|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
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|| (( EffectTics > 0 && EffectTics <= 1*32 ) && ((EffectTics + 1) & 1) != 0 ));
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}
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//===========================================================================
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//
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// APowerTimeFreezer :: 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 there is an owner, remove the timefreeze flag corresponding to
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// her from all players.
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if (Owner != null && Owner.player != null)
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{
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int freezemask = ~(1 << Owner.PlayerNumber());
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].timefreezer &= freezemask;
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}
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}
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// Are there any players who still have timefreezer bits set?
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].timefreezer != 0)
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{
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return;
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}
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}
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// No, so allow other actors to move about freely once again.
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level.frozen = false;
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// Also, turn the music back on.
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S_ResumeSound(false);
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}
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}
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//===========================================================================
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//
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// Damage
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//
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//===========================================================================
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class PowerDamage : Powerup
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{
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Default
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{
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Powerup.Duration -25;
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}
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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)
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{
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Owner.A_PlaySound(SeeSound, CHAN_5, 1.0, false, ATTN_NONE);
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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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if (Owner != null)
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{
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Owner.A_PlaySound(DeathSound, CHAN_5, 1.0, false, ATTN_NONE);
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}
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}
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//===========================================================================
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//
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// ModifyDamage
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//
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//===========================================================================
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override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
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{
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if (!passive && damage > 0)
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{
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newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
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if (Owner != null && newdamage > damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
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}
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}
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}
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//===========================================================================
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//
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// Protection
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//
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//===========================================================================
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class PowerProtection : Powerup
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{
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Default
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{
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Powerup.Duration -25;
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}
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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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let o = Owner; // copy to a local variable for quicker access.
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if (o != null)
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{
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o.A_PlaySound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
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// Transfer various protection flags if owner does not already have them.
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// If the owner already has the flag, clear it from the powerup.
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// If the powerup still has a flag set, add it to the owner.
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bNoRadiusDmg &= !o.bNoRadiusDmg;
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o.bNoRadiusDmg |= bNoRadiusDmg;
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bDontMorph &= !o.bDontMorph;
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o.bDontMorph |= bDontMorph;
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bDontSquash &= !o.bDontSquash;
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o.bDontSquash |= bDontSquash;
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bDontBlast &= !o.bDontBlast;
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o.bDontBlast |= bDontBlast;
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bNoTeleOther &= !o.bNoTeleOther;
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o.bNoTeleOther |= bNoTeleOther;
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bNoPain &= !o.bNoPain;
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o.bNoPain |= bNoPain;
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bDontRip &= !o.bDontRip;
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o.bDontRip |= bDontRip;
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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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let o = Owner; // copy to a local variable for quicker access.
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if (o != null)
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{
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o.A_PlaySound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
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o.bNoRadiusDmg &= !bNoRadiusDmg;
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o.bDontMorph &= !bDontMorph;
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o.bDontSquash &= !bDontSquash;
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o.bDontBlast &= !bDontBlast;
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o.bNoTeleOther &= !bNoTeleOther;
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o.bNoPain &= !bNoPain;
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o.bDontRip &= !bDontRip;
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}
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}
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//===========================================================================
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//
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// AbsorbDamage
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//
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//===========================================================================
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override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
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{
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if (passive && damage > 0)
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{
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newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
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if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
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}
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}
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}
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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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Default
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{
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Powerup.Duration -60;
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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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//
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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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Default
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{
|
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Powerup.Duration -120;
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Powerup.Strength 5;
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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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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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// 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.
|
|
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
|
|
{
|
|
native Class<PlayerPawn> PlayerClass;
|
|
native Class<Actor> MorphFlash, UnMorphFlash;
|
|
native int MorphStyle;
|
|
native PlayerInfo MorphedPlayer;
|
|
|
|
Default
|
|
{
|
|
Powerup.Duration -40;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// InitEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void InitEffect()
|
|
{
|
|
Super.InitEffect();
|
|
|
|
if (Owner != null && Owner.player != null && PlayerClass != null)
|
|
{
|
|
let realplayer = Owner.player; // Remember the identity of the player
|
|
if (realplayer.MorphPlayer(realplayer, PlayerClass, 0x7fffffff/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
|
|
{
|
|
Owner = realplayer.mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
|
|
bCreateCopyMoved = true; // Let the caller know the "real" owner has changed (to the morphed actor)
|
|
MorphedPlayer = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
|
|
}
|
|
else // morph failed - give the caller an opportunity to fail the pickup completely
|
|
{
|
|
bInitEffectFailed = true; // Let the caller know that the activation failed (can fail the pickup if appropriate)
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// EndEffect
|
|
//
|
|
//===========================================================================
|
|
|
|
override void EndEffect()
|
|
{
|
|
Super.EndEffect();
|
|
|
|
// Abort if owner already destroyed or unmorphed
|
|
if (Owner == null || MorphedPlayer == null || Owner.alternative == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Abort if owner is dead; their Die() method will
|
|
// take care of any required unmorphing on death.
|
|
if (MorphedPlayer.health <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int savedMorphTics = MorphedPlayer.morphTics;
|
|
MorphedPlayer.UndoPlayerMorph (MorphedPlayer, 0, !!(MorphedPlayer.MorphStyle & MRF_UNDOALWAYS));
|
|
|
|
// Abort if unmorph failed; in that case,
|
|
// set the usual retry timer and return.
|
|
if (MorphedPlayer != null && MorphedPlayer.morphTics)
|
|
{
|
|
// Transfer retry timeout
|
|
// to the powerup's timer.
|
|
EffectTics = MorphedPlayer.morphTics;
|
|
// Reload negative morph tics;
|
|
// use actual value; it may
|
|
// be in use for animation.
|
|
MorphedPlayer.morphTics = savedMorphTics;
|
|
// Try again some time later
|
|
return;
|
|
}
|
|
// Unmorph suceeded
|
|
MorphedPlayer = null;
|
|
}
|
|
|
|
|
|
}
|
|
|