zorch-squadron/zscript/actor/blast_boots.zs

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/*
* 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 PowerBlastJump : Powerup {
bool blasting;
ChexPlayerHGA ply;
property blasting: blasting;
override bool HandlePickup(Inventory item) {
bool ok = Super.HandlePickup(item);
if (ok) {
blasting = false;
}
return ok;
}
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override void InitEffect() {
Super.InitEffect();
ply = ChexPlayerHGA(Owner);
//ply.AddZ(72); // double std jump height
blasting = true;
ply.GiveInventoryType("InvBlastBoots");
}
override void Tick() {
Super.Tick();
if (blasting) {
ply.AddZ(8);
}
}
override void EndEffect() {
blasting = false;
Super.EndEffect();
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}
}
class InvBlastBoots : PowerupGiver {
Default {
//$Category "Powerups"
//$Title "Blast Boots"
+COUNTITEM
Tag "$TAG_BLASTBOOTS";
Powerup.Type "PowerBlastJump";
Powerup.Duration 10; // ten tics should be enough for the engine to go "oh yeah powerup" while still being an instant-effect
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Inventory.Icon "NULLA0";
Inventory.AltHUDIcon "NULLA0";
Inventory.PickupMessage "$TXT_BLASTBOOTS";
}
States {
Spawn:
NULL A -1;
Stop;
}
}