Classes:PowerFlight

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  1. This actor is already defined in GZDoom, there's no reason to define it again.
  2. In fact, trying to define an actor with the same name will cause an error (because it already exists).
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  4. Definitions for existing actors are put on the wiki for reference purpose only.
Flight power
Actor type Power Game MiniZDoomLogoIcon.png (ZDoom)
DoomEd Number None Class Name PowerFlight


Classes: InventoryPowerupPowerFlight

One of the many powerups, i.e. items based on the Powerup class. While an item of this class is placed in an actor's inventory, the actor will be affected by it. Usually powerups are given through a PowerupGiver, but they can be given directly as well (see here for more details).

PowerFlight allows its owner to fly by giving them the FLY and NOGRAVITY flags.

ZScript definition

Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
class PowerFlight : Powerup
{
	Default
	{
		Powerup.Duration -60;
		+INVENTORY.HUBPOWER
	}

	clearscope bool HitCenterFrame;

	//===========================================================================
	//
	// APowerFlight :: InitEffect
	//
	//===========================================================================

	override void InitEffect ()
	{
		Super.InitEffect();
		Owner.bFly = true;
		Owner.bNoGravity = true;
		if (Owner.pos.Z <= Owner.floorz)
		{
			Owner.Vel.Z = 4;	// thrust the player in the air a bit
		}
		if (Owner.Vel.Z <= -35)
		{ // stop falling scream
			Owner.A_StopSound (CHAN_VOICE);
		}
	}

	//===========================================================================
	//
	// APowerFlight :: DoEffect
	//
	//===========================================================================

	override void Tick ()
	{
		// The Wings of Wrath only expire in multiplayer and non-hub games
		if (!multiplayer && level.infinite_flight)
		{
			EffectTics++;
		}
		Super.Tick ();
	}

	//===========================================================================
	//
	// APowerFlight :: EndEffect
	//
	//===========================================================================

	override void EndEffect ()
	{
		Super.EndEffect();
		if (Owner == NULL || Owner.player == NULL)
		{
			return;
		}

		if (!(Owner.bFlyCheat))
		{
			if (Owner.pos.Z != Owner.floorz)
			{
				Owner.player.centering = true;
			}
			Owner.bFly = false;
			Owner.bNoGravity = false;
		}
	}

	//===========================================================================
	//
	// APowerFlight :: DrawPowerup
	//
	//===========================================================================

	override TextureID GetPowerupIcon ()
	{
		// If this item got a valid icon use that instead of the default spinning wings.
		if (Icon.isValid())
		{
			return Icon;
		}

		TextureID picnum = TexMan.CheckForTexture ("SPFLY0", TexMan.Type_MiscPatch);
		int frame = (Level.maptime/3) & 15;

		if (!picnum.isValid())
		{
			return picnum;
		}
		if (Owner.bNoGravity)
		{
			if (HitCenterFrame && (frame != 15 && frame != 0))
			{
				return picnum + 15;
			}
			else
			{
				HitCenterFrame = false;
				return picnum + frame;
			}
		}
		else
		{
			if (!HitCenterFrame && (frame != 15 && frame != 0))
			{
				HitCenterFrame = false;
				return picnum + frame;
			}
			else
			{
				HitCenterFrame = true;
				return picnum+15;
			}
		}
	}
}

DECORATE definition

Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
ACTOR PowerFlight : Powerup native
{
  Powerup.Duration -60
  +INVENTORY.HUBPOWER
}