- exported all member fields that make sense. Entirely private ones or classes that are not supposed to be extended were left out.
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9 changed files with 75 additions and 43 deletions
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@ -56,6 +56,13 @@ void PClassPowerupGiver::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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}
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}
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DEFINE_FIELD(APowerupGiver, PowerupType)
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DEFINE_FIELD(APowerupGiver, EffectTics)
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DEFINE_FIELD(APowerupGiver, BlendColor)
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DEFINE_FIELD(APowerupGiver, Mode)
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DEFINE_FIELD(APowerupGiver, Strength)
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//===========================================================================
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//
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// APowerupGiver :: Use
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@ -114,6 +121,11 @@ void APowerupGiver::Serialize(FSerializer &arc)
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// Powerup -------------------------------------------------------------------
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DEFINE_FIELD(APowerup, EffectTics)
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DEFINE_FIELD(APowerup, BlendColor)
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DEFINE_FIELD(APowerup, Mode)
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DEFINE_FIELD(APowerup, Strength)
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//===========================================================================
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//
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// APowerup :: Tick
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@ -1184,40 +1196,12 @@ void APowerWeaponLevel2::EndEffect ()
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}
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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class APlayerSpeedTrail : public AActor
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{
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DECLARE_CLASS (APlayerSpeedTrail, AActor)
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public:
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void Tick ();
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};
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IMPLEMENT_CLASS(APlayerSpeedTrail, false, false, false, false)
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//===========================================================================
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//
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// APlayerSpeedTrail :: Tick
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//
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//===========================================================================
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void APlayerSpeedTrail::Tick ()
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{
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const double fade = .6 / 8;
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if (Alpha <= fade)
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{
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Destroy ();
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}
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else
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{
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Alpha -= fade;
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}
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}
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// Speed Powerup -------------------------------------------------------------
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IMPLEMENT_CLASS(APowerSpeed, false, false, false, false)
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DEFINE_FIELD(APowerSpeed, SpeedFlags)
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//===========================================================================
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//
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// APowerSpeed :: Serialize
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@ -1280,7 +1264,7 @@ void APowerSpeed::DoEffect ()
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if (Owner->Vel.LengthSquared() <= 12*12)
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return;
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AActor *speedMo = Spawn<APlayerSpeedTrail> (Owner->Pos(), NO_REPLACE);
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AActor *speedMo = Spawn("PlayerSpeedTrail", Owner->Pos(), NO_REPLACE);
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if (speedMo)
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{
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speedMo->Angles.Yaw = Owner->Angles.Yaw;
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