* base implementation of the blast boots
* first pass on first chunk of map
This commit is contained in:
Nicole O'Connor 2024-02-03 22:13:57 -08:00
parent 9833e811e8
commit 27f855bfcc
2 changed files with 33 additions and 2 deletions

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@ -15,9 +15,38 @@
*/ */
class PowerBlastJump : Powerup { 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;
}
override void InitEffect() { override void InitEffect() {
let ply = ChexPlayerHGA(Owner); Super.InitEffect();
ply.AddZ(72); // double std jump height
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();
} }
} }
@ -27,6 +56,8 @@ class InvBlastBoots : PowerupGiver {
//$Title "Blast Boots" //$Title "Blast Boots"
+COUNTITEM +COUNTITEM
Tag "$TAG_BLASTBOOTS"; Tag "$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
Inventory.Icon "NULLA0"; Inventory.Icon "NULLA0";
Inventory.AltHUDIcon "NULLA0"; Inventory.AltHUDIcon "NULLA0";