Ghost Artifact no longer changes player render style.
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682aecafbc
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2 changed files with 14 additions and 14 deletions
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@ -324,27 +324,32 @@ Class GhostTarget : Actor
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}
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}
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Class GhostPower : PowerInvisibility
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Class GhostPower : Powerup
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{
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Mixin SWWMShadedPowerup;
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Actor snd;
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bool bSavedInvisible, bSavedCantSeek, bSavedShadow;
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Default
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{
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Inventory.Icon "graphics/HUD/Icons/I_Ghost.png";
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Powerup.Duration -60;
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Powerup.Strength 100;
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Powerup.Mode "Translucent";
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Powerup.Color "F0 E0 FF", 0.1;
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+INVENTORY.ADDITIVETIME;
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+CANTSEEK;
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}
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override void InitEffect()
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{
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Super.InitEffect();
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if ( !Owner ) return;
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bSavedInvisible = Owner.bINVISIBLE;
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bSavedCantSeek = Owner.bCANTSEEK;
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bSavedShadow = Owner.bSHADOW;
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Owner.bINVISIBLE = true;
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Owner.bCANTSEEK = true;
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Owner.bSHADOW = true;
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SWWMHandler.DoFlash(Owner,Color(96,224,192,255),20);
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if ( Owner is 'Demolitionist' )
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Demolitionist(Owner).lastbump *= 1.04;
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@ -354,6 +359,9 @@ Class GhostPower : PowerInvisibility
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{
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Super.EndEffect();
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if ( !Owner ) return;
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Owner.bINVISIBLE = bSavedInvisible;
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Owner.bCANTSEEK = bSavedCantSeek;
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Owner.bSHADOW = bSavedShadow;
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Owner.A_StartSound("powerup/ghostend",CHAN_ITEMEXTRA,CHANF_OVERLAP);
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SWWMHandler.DoFlash(Owner,Color(96,224,192,255),20);
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if ( Owner is 'Demolitionist' )
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@ -391,14 +399,6 @@ Class GhostPower : PowerInvisibility
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snd.target = Owner;
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snd.master = self;
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}
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override void AlterWeaponSprite( VisStyle vis, in out int changed )
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{
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// leave weapons alone
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vis.RenderStyle = STYLE_Normal;
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vis.Alpha = 1.f;
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changed = 1;
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}
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}
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Class GhostArtifactX : SWWMItemOverlay {}
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