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| author | jacksonmj <mj-pt@jacksonmj.co.uk> | 2013-05-07 16:36:43 (GMT) |
|---|---|---|
| committer | jacksonmj <mj-pt@jacksonmj.co.uk> | 2013-05-08 14:12:28 (GMT) |
| commit | 89a0603b53b314345d93e422dd945848ea3a9938 (patch) | |
| tree | 2c681170ebb827b5496492a54db168f7a91afe80 /src/simulation/Simulation.cpp | |
| parent | 20c261826d3e0cf5c00cbd6ba9312bbed86900cd (diff) | |
| download | powder-89a0603b53b314345d93e422dd945848ea3a9938.zip powder-89a0603b53b314345d93e422dd945848ea3a9938.tar.gz | |
Rocket boots for stickman, because why not
Pass through gravity wall to activate, fan wall to deactivate.
Accelerate with left/up/right keys. Plasma is spawned when accelerating,
and STKM is immune to plasma but not other hot elements when rocket
boots are enabled. Hold left+right to slow down quickly.
STKM spawn element is retained and can still be created while using
rocket boots, but it may be difficult to do anything useful with the
spawn element whilst spewing hot plasma everywhere.
Diffstat (limited to 'src/simulation/Simulation.cpp')
| -rw-r--r-- | src/simulation/Simulation.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/simulation/Simulation.cpp b/src/simulation/Simulation.cpp index 699a611..1ab97fd 100644 --- a/src/simulation/Simulation.cpp +++ b/src/simulation/Simulation.cpp @@ -112,12 +112,14 @@ int Simulation::Load(int fullX, int fullY, GameSave * save) Element_STKM::STKM_init_legs(this, &player, i); player.spwn = 1; player.elem = PT_DUST; + player.rocketBoots = false; } else if (parts[i].type == PT_STKM2) { Element_STKM::STKM_init_legs(this, &player2, i); player2.spwn = 1; player2.elem = PT_DUST; + player2.rocketBoots = false; } else if (parts[i].type == PT_FIGH) { @@ -3052,6 +3054,7 @@ int Simulation::create_part(int p, int x, int y, int tv) Element_STKM::STKM_init_legs(this, &player, i); player.spwn = 1; player.elem = PT_DUST; + player.rocketBoots = false; } else { @@ -3073,6 +3076,7 @@ int Simulation::create_part(int p, int x, int y, int tv) Element_STKM::STKM_init_legs(this, &player2, i); player2.spwn = 1; player2.elem = PT_DUST; + player2.rocketBoots = false; } else { @@ -3108,6 +3112,7 @@ int Simulation::create_part(int p, int x, int y, int tv) Element_STKM::STKM_init_legs(this, &fighters[fcount], i); fighters[fcount].spwn = 1; fighters[fcount].elem = PT_DUST; + fighters[fcount].rocketBoots = false; fighcount++; return i; |
