if ((player->mo->state == &states[S_PLAY_FALL1]
|| player->mo->state == &states[S_PLAY_FALL2])
&& (player->mo->momz > 0))
P_SetPlayerMobjState(player->mo, S_PLAY_PLG1);
if ((player->mo->state == &states[S_PLAY_FALL1]
|| player->mo->state == &states[S_PLAY_FALL2])
&& (player->mo->momz < 0) && (player->mo->eflags & MFE_VERTICALFLIP))
P_SetPlayerMobjState(player->mo, S_PLAY_PLG1);
else if (player->mo->state == &states[S_PLAY_PLG1]
&& (player->mo->momz > 0) && (player->mo->eflags & MFE_VERTICALFLIP))
P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
Those were removed for a REASON. Thank SMS for the majority of it!
2. Trigger Linedef Executor - Has Powerup: This linedef executor trigger will activate if a character with a Shield or something enters it.
1) New Sector type/Linedef: Trigger Linedef Executor - Shield Check
Maybe I'm crazy. This idea came from this post (about Attraction Shield):
We could think of interesting gimmicks/effects for Attraction Shield: a player with Attraction Shield can turn on electric traps and electrocute other players on multiplayer maps, and turn on lights or move doors or machines if he steps on a socket [or dynamo], on single player and coop.
Some traps and effects could be triggered depending on the shield you are using.
That's up for the map designer to create some sort of giveaway. How would you know you you have to collect rings for a linedef executor to run without some sort of instruction telling you to do so?The problem with this is: How would a player guess that he needs a shield in order for a trigger to work, especially which shield?