- added some flexibility to some Skulltag powerups.

- handle these powerups by actual item checks instead of cheat flags. (The same should also be done for the Frightener and Buddha but those are a bit more complex because they are also real cheats.)
This commit is contained in:
Christoph Oelckers 2017-02-26 16:23:22 +01:00
commit e6b31dde27
7 changed files with 58 additions and 110 deletions

View file

@ -2689,9 +2689,19 @@ void P_PlayerThink (player_t *player)
else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0)
{
double jumpvelz = player->mo->JumpZ * 35 / TICRATE;
double jumpfac = 0;
// [BC] If the player has the high jump power, double his jump velocity.
if ( player->cheats & CF_HIGHJUMP ) jumpvelz *= 2;
// (actually, pick the best factors from all active items.)
for (auto p = player->mo->Inventory; p != nullptr; p = p->Inventory)
{
if (p->IsKindOf(NAME_PowerHighJump))
{
double f = p->FloatVar(NAME_Strength);
if (f > jumpfac) jumpfac = f;
}
}
if (jumpfac > 0) jumpvelz *= jumpfac;
player->mo->Vel.Z += jumpvelz;
player->mo->flags2 &= ~MF2_ONMOBJ;