Flashlight/Searchlight implemented.
Proper handling of charge redistribution on multi-copy items (fixes infinitely replenishable charge exploit). More preparation code for other items.
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ee8e612f48
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17 changed files with 270 additions and 24 deletions
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@ -24,9 +24,9 @@ Class UInvisibility : UnrealInventory
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else Owner.TakeInventory("PowerUInvisibility",1);
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return false;
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}
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override void Tick()
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override void DoEffect()
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{
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Super.Tick();
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Super.DoEffect();
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if ( !bActive ) return;
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if ( special1 == -1 )
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{
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@ -116,9 +116,9 @@ Class Amplifier : UnrealInventory
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Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
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return false;
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}
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override void Tick()
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override void DoEffect()
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{
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Super.Tick();
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Super.DoEffect();
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if ( bActive && !tracer )
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{
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tracer = Spawn("AmpSound",Owner.pos);
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@ -208,9 +208,9 @@ Class UJumpBoots : UnrealInventory
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else Owner.TakeInventory("PowerJumpBoots_HighJump",1);
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return false;
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}
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override void Tick()
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override void DoEffect()
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{
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Super.Tick();
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Super.DoEffect();
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if ( !Owner || !Owner.player ) return;
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draincnt++;
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if ( (draincnt >= 700) || (bActive && (owner.player.jumptics == -1)) )
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