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- let APowerRegeneration use the Strength property to define the amount of regeneration it gives.
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2 changed files with 2 additions and 1 deletions
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@ -1697,7 +1697,7 @@ void APowerRegeneration::DoEffect()
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{
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{
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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{
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{
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if (P_GiveBody(Owner, 5))
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if (P_GiveBody(Owner, Strength))
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{
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{
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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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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@ -300,6 +300,7 @@ ACTOR PowerDrain : Powerup native
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ACTOR PowerRegeneration : Powerup native
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ACTOR PowerRegeneration : Powerup native
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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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}
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}
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ACTOR PowerHighJump : Powerup native {}
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ACTOR PowerHighJump : Powerup native {}
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