4 METHOD(Speed, m_remove, void(StatusEffects this, entity actor, int removal_type))
6 bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
7 if(removal_type == STATUSEFFECT_REMOVE_TIMEOUT && wasactive && IS_PLAYER(actor))
9 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SPEED, actor.netname);
10 Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_POWERDOWN_SPEED);
13 stopsound(actor, CH_TRIGGER_SINGLE); // get rid of the pickup sound
14 actor.effects &= ~EF_STARDUST;
15 SUPER(Speed).m_remove(this, actor, removal_type);
17 METHOD(Speed, m_apply, void(StatusEffects this, entity actor, float eff_time, float eff_flags))
19 bool wasactive = (actor.statuseffects && (actor.statuseffects.statuseffect_flags[this.m_id] & STATUSEFFECT_FLAG_ACTIVE));
20 if(!wasactive && IS_PLAYER(actor))
23 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SPEED, actor.netname);
24 Send_Notification(NOTIF_ONE, actor, MSG_CENTER, CENTER_POWERUP_SPEED);
26 SUPER(Speed).m_apply(this, actor, eff_time, eff_flags);
28 METHOD(Speed, m_tick, void(StatusEffects this, entity actor))
30 play_countdown(actor, StatusEffects_gettime(this, actor), SND_POWEROFF);
31 actor.effects |= EF_STARDUST;
32 SUPER(Speed).m_tick(this, actor);