- let APowerRegeneration use the Strength property to define the amount of regeneration it gives.

This commit is contained in:
Christoph Oelckers 2013-08-10 09:51:48 +02:00
parent 211d293002
commit 1c889dc9fa
2 changed files with 2 additions and 1 deletions

View file

@ -1697,7 +1697,7 @@ void APowerRegeneration::DoEffect()
{ {
if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0) if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
{ {
if (P_GiveBody(Owner, 5)) if (P_GiveBody(Owner, Strength))
{ {
S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM ); S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
} }

View file

@ -300,6 +300,7 @@ ACTOR PowerDrain : Powerup native
ACTOR PowerRegeneration : Powerup native ACTOR PowerRegeneration : Powerup native
{ {
Powerup.Duration -120 Powerup.Duration -120
Powerup.Strength 5
} }
ACTOR PowerHighJump : Powerup native {} ACTOR PowerHighJump : Powerup native {}