zorch-squadron/zscript/actor/power_modulator.zs

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2024-02-03 13:26:11 -08:00
/*
* Copyright © 2024 Nicole O'Connor
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
class PowerWeaponLevel2HGA : PowerWeaponLevel2 {
override void EndEffect() {
let ply = ChexPlayerHGA(Owner);
ply.PowerModulatorCooling = false; // placeholder for secondary cooldown effect logic
Super.EndEffect();
}
}
class InvPowerModulator : PowerupGiver {
Default {
//$Category "Powerups"
//$Title "Power Modulator"
+COUNTITEM
Tag "$TAG_POWERMODULATOR";
Powerup.Type "PowerWeaponLevel2HGA";
Powerup.Duration -15;
Inventory.Icon "NULLA0";
Inventory.AltHUDIcon "NULLA0";
Inventory.PickupMessage "$TXT_POWERMODULATOR";
}
States {
Spawn:
NULL A -1;
Stop;
}
override bool Use(bool pickup) {
let ply = ChexPlayerHGA(Owner);
if (ply.PowerModulatorCooling) { return false; }
else {
ply.PowerModulatorCooling = true; // start the cooldown
return Super.Use(pickup); // hand off to zdoom for std "weaponlevel2" effect
}
}
}