1.0
19 Jan 2015 22:52
array<OBJECT::Object> BasicPickups = {OBJECT::BOUNCERAMMO3, OBJECT::ICEAMMO3, OBJECT::SEEKERAMMO3, OBJECT::RFAMMO3, OBJECT::TOASTERAMMO3, OBJECT::TNTAMMO3, OBJECT::GUN8AMMO3, OBJECT::GUN9AMMO3};
array<OBJECT::Object> Powerups = {OBJECT::BOUNCERPOWERUP, OBJECT::ICEPOWERUP, OBJECT::SEEKERPOWERUP, OBJECT::RFPOWERUP, OBJECT::TOASTERPOWERUP, OBJECT::TNTPOWERUP, OBJECT::GUN8POWERUP, OBJECT::GUN9POWERUP};
array<uint> PowerupPickupAnimations = {24, 28, 33, 48, 56, 59, 61, 67};
void onLevelLoad() {
for (uint i = 0; i < BasicPickups.length; ++i) {
jjWeapons[i].maximum = 50;
jjOBJ@ pickup = jjObjectPresets[BasicPickups[i]];
jjOBJ@ powerup = jjObjectPresets[Powerups[i]];
pickup.var[3] = powerup.var[3] = 0; //so that JJ2 doesn't realize it's an ammo pickup and recolor it according to players' powerup status
pickup.var[4] = powerup.var[4] = i + 2; //firetype
powerup.var[5] = 1; //is powerup
powerup.behavior = pickup.behavior;
powerup.playerHandling = pickup.playerHandling;
powerup.bulletHandling = pickup.bulletHandling;
powerup.killAnim = pickup.killAnim;
powerup.determineCurAnim(ANIM::AMMO, PowerupPickupAnimations[i]);
powerup.determineCurFrame();
pickup.scriptedCollisions = powerup.scriptedCollisions = true;
}
}
int min(int a, int b) {
if (a < b) return a;
return b;
}
void onObjectHit(jjOBJ@ obj, jjOBJ@ bull, jjPLAYER@ play, int force) {
int fireType = obj.var[4];
if (play.ammo[fireType] >= jjWeapons[fireType].maximum) return;
if (play.ammo[fireType] == 0) play.currWeapon = fireType;
play.ammo[fireType] = min(jjWeapons[fireType].maximum, play.ammo[fireType] + 3);
play.powerup[fireType] = (obj.var[5] == 1);
obj.behavior = BEHAVIOR::EXPLOSION2;
obj.playerHandling = HANDLING::EXPLOSION;
obj.frameID = 0;
jjSample(obj.xPos, obj.yPos, SOUND::COMMON_PICKUPW1);
}
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