XE1M3:
* base implementation of the blast boots * first pass on first chunk of map
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maps/XE1M3.wad
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maps/XE1M3.wad
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@ -15,9 +15,38 @@
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*/
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*/
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class PowerBlastJump : Powerup {
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class PowerBlastJump : Powerup {
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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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override void InitEffect() {
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override void InitEffect() {
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let ply = ChexPlayerHGA(Owner);
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Super.InitEffect();
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ply.AddZ(72); // double std jump height
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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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}
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}
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}
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}
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@ -27,6 +56,8 @@ class InvBlastBoots : PowerupGiver {
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//$Title "Blast Boots"
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//$Title "Blast Boots"
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+COUNTITEM
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+COUNTITEM
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Tag "$TAG_BLASTBOOTS";
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Tag "$TAG_BLASTBOOTS";
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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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Inventory.Icon "NULLA0";
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Inventory.Icon "NULLA0";
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Inventory.AltHUDIcon "NULLA0";
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Inventory.AltHUDIcon "NULLA0";
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