Classes:PowerHighJump

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  1. This actor is already defined in GZDoom, there's no reason to define it again.
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High jump power
Actor type Power Game MiniZDoomLogoIcon.png (ZDoom)
DoomEd Number None Class Name PowerHighJump


Classes: InventoryPowerupPowerHighJump

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).

PowerHighJump increases the player's jump height. Effective jump multiplier can be calculated with the following formula:

(((JumpZ*2)**2)/2+maxstepheight)/((JumpZ**2)/2+maxstepheight)

The strength of the jump can be controlled with the Powerup.Strength property, which acts as a multiplier. If multiple powerups of this type are in the inventory, the engine picks the one with the highest strength (so, they don't stack).

The effects of this powerup are not handled by the powerup itself, but rather by the CheckJump virtual function of the PlayerPawn class (as can be seen here).

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 PowerHighJump : Powerup
{
	Default
	{
		Powerup.Strength 2;
	}
}

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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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 PowerHighJump : Powerup native {}