3.0
05 Feb 2015 03:57
array<uint8> BasicPickups = {OBJECT::BOUNCERAMMO3, OBJECT::ICEAMMO3, OBJECT::SEEKERAMMO3, OBJECT::RFAMMO3, OBJECT::TOASTERAMMO3, OBJECT::TNTAMMO3, OBJECT::GUN8AMMO3, OBJECT::GUN9AMMO3};
array<uint8> 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 + 2].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 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();
powerup.scriptedCollisions = pickup.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);
}
//make code work for pickups in crates too:
void onMain() { //JJ2+ v4.3 has a bug related to changing jjObjectPresets[OBJECT::FLICKERGEM].behavior, so this needs to be done in an onMain loop. Messy, but it works.
for (int i = jjObjectCount - 1; i >= 1; --i) {
jjOBJ@ obj = jjObjects[i];
if (obj.behavior == BEHAVIOR::PICKUP || obj.behavior == BEHAVIOR::FLICKERGEM && (BasicPickups.find(obj.eventID) > -1 || Powerups.find(obj.eventID) > -1))
if (obj.playerHandling == HANDLING::PICKUP) //not DELAYEDPICKUP
obj.scriptedCollisions = true; //both behaviors set this to false shortly after coming out of a crate
}
}
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.