2024-02-03 13:26:11 -08:00
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/*
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* Copyright © 2024 Nicole O'Connor
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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class PowerBlastJump : Powerup {
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2024-02-03 22:13:57 -08:00
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bool blasting;
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ChexPlayerHGA ply;
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property blasting: blasting;
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override bool HandlePickup(Inventory item) {
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bool ok = Super.HandlePickup(item);
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if (ok) {
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blasting = false;
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}
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return ok;
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}
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2024-02-03 13:26:11 -08:00
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override void InitEffect() {
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2024-02-03 22:13:57 -08:00
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Super.InitEffect();
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ply = ChexPlayerHGA(Owner);
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//ply.AddZ(72); // double std jump height
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blasting = true;
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ply.GiveInventoryType("InvBlastBoots");
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}
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override void Tick() {
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Super.Tick();
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if (blasting) {
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ply.AddZ(8);
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}
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}
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override void EndEffect() {
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blasting = false;
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Super.EndEffect();
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2024-02-03 13:26:11 -08:00
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}
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}
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class InvBlastBoots : PowerupGiver {
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Default {
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//$Category "Powerups"
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//$Title "Blast Boots"
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+COUNTITEM
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Tag "$TAG_BLASTBOOTS";
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2024-02-03 22:13:57 -08:00
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Powerup.Type "PowerBlastJump";
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Powerup.Duration 10; // ten tics should be enough for the engine to go "oh yeah powerup" while still being an instant-effect
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2024-02-03 13:26:11 -08:00
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Inventory.Icon "NULLA0";
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Inventory.AltHUDIcon "NULLA0";
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Inventory.PickupMessage "$TXT_BLASTBOOTS";
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}
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States {
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Spawn:
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NULL A -1;
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Stop;
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}
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}
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