/* * 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 } } }