示例#1
0
//	returns true if powerup consumed
int do_powerup(object *obj)
{
	int used=0;
	int vulcan_ammo_to_add_with_cannon;

	if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST))
		return 0;

	switch (obj->id) {
		case POW_EXTRA_LIFE:
			Players[Player_num].lives++;
			powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
			used=1;
			break;
		case POW_ENERGY:
			used = pick_up_energy();
			break;
		case POW_SHIELD_BOOST:
			if (Players[Player_num].shields < SHIELD_MAX) {
				Players[Player_num].shields += 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
				if (Players[Player_num].shields > SHIELD_MAX)
					Players[Player_num].shields = SHIELD_MAX;
				powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
				used=1;
			} else
				HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
			break;
		case POW_LASER:
			if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
				Players[Player_num].laser_level = MAX_LASER_LEVEL;
				HUD_init_message(TXT_MAXED_OUT,TXT_LASER);
			} else {
				if (Newdemo_state == ND_STATE_RECORDING)
					newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
				Players[Player_num].laser_level++;
				powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
				update_laser_weapon_info();
				used=1;
			}
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case POW_MISSILE_1:
			used=pick_up_secondary(CONCUSSION_INDEX,1);
			break;
		case POW_MISSILE_4:
			used=pick_up_secondary(CONCUSSION_INDEX,4);
			break;

		case POW_KEY_BLUE:
			if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
				break;
			#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
			#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
			powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			break;
		case POW_KEY_RED:
			if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
				break;
			#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
			#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
			powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			break;
		case POW_KEY_GOLD:
			if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
				break;
			#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
			#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
			powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			break;
		case POW_QUAD_FIRE:
			if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
				Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
				powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
				update_laser_weapon_info();
				used=1;
			} else
				HUD_init_message("%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_VULCAN_WEAPON:
			if ((used = pick_up_primary(VULCAN_INDEX)) != 0) {
				vulcan_ammo_to_add_with_cannon = obj->ctype.powerup_info.count;
				if (vulcan_ammo_to_add_with_cannon < VULCAN_WEAPON_AMMO_AMOUNT) vulcan_ammo_to_add_with_cannon = VULCAN_WEAPON_AMMO_AMOUNT;
				pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, vulcan_ammo_to_add_with_cannon);
			}
			if (!used)
				used = pick_up_vulcan_ammo();
			break;
		case	POW_SPREADFIRE_WEAPON:
			used = pick_up_primary(SPREADFIRE_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_PLASMA_WEAPON:
			used = pick_up_primary(PLASMA_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_FUSION_WEAPON:
			used = pick_up_primary(FUSION_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_PROXIMITY_WEAPON:
			used=pick_up_secondary(PROXIMITY_INDEX,4);
			break;
		case	POW_SMARTBOMB_WEAPON:
			used=pick_up_secondary(SMART_INDEX,1);
			break;
		case	POW_MEGA_WEAPON:
			used=pick_up_secondary(MEGA_INDEX,1);
			break;
		case	POW_VULCAN_AMMO: {
			used = pick_up_vulcan_ammo();
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_vulcan_ammo();
			break;
		}
			break;
		case	POW_HOMING_AMMO_1:
			used=pick_up_secondary(HOMING_INDEX,1);
			break;
		case	POW_HOMING_AMMO_4:
			used=pick_up_secondary(HOMING_INDEX,4);
			break;
		case	POW_CLOAK:
			if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
				HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
				break;
			} else {
				Players[Player_num].cloak_time = GameTime;	//	Not! changed by awareness events (like player fires laser).
				Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
				ai_do_cloak_stuff();
				#ifdef NETWORK
				if (Game_mode & GM_MULTI)
					multi_send_cloak();
				#endif
				powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
				used = 1;
				break;
			}
		case	POW_INVULNERABILITY:
			if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
				HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
				break;
			} else {
				Players[Player_num].invulnerable_time = GameTime;
				Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
				powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
				used = 1;
				break;
			}
	#ifndef RELEASE
		case	POW_MEGAWOW:
			do_megawow_powerup(50);
			used = 1;
			break;
	#endif

		default:
			break;
		}

//always say used, until physics problem (getting stuck on unused powerup)
//is solved.  Note also the break statements above that are commented out
//!!	used=1;

	if (used && Powerup_info[obj->id].hit_sound  > -1 ) {
		#ifdef NETWORK
		if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
		#endif
		digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
	}

	return used;

}
示例#2
0
//	returns true if powerup consumed
int do_powerup(dxxobject *obj)
{
	int used=0;
	int special_used=0;		//for when hitting vulcan cannon gets vulcan ammo
	int id=obj->id;

	if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
		return 0;

	if ((obj->ctype.powerup_info.flags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime64<obj->ctype.powerup_info.creation_time+i2f(2))
		return 0;		//not enough time elapsed

	if (Game_mode & GM_MULTI)
	{
		/*
		 * The fact: Collecting a powerup is decided Client-side and due to PING it takes time for other players to know if one collected a powerup actually. This may lead to the case two players collect the same powerup!
		 * The solution: Let us check if someone else is closer to a powerup and if so, do not collect it.
		 * NOTE: Player positions computed by 'shortpos' and PING can still cause a small margin of error.
		 */
		int i = 0;
		vms_vector tvec;
		fix mydist = vm_vec_normalized_dir(&tvec, &obj->pos, &ConsoleObject->pos);

		for (i = 0; i < MAX_PLAYERS; i++)
		{
			if (i == Player_num || Players[i].connected != CONNECT_PLAYING)
				continue;
			if (Objects[Players[i].objnum].type == OBJ_GHOST || Players[i].shields < 0)
				continue;
			if (mydist > vm_vec_normalized_dir(&tvec, &obj->pos, &Objects[Players[i].objnum].pos))
				return 0;
		}
	}

	switch (obj->id) {
		case POW_EXTRA_LIFE:
			Players[Player_num].lives++;
			powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
			used=1;
			break;
		case POW_ENERGY:
			used = pick_up_energy();
			break;
		case POW_SHIELD_BOOST:
			if (Players[Player_num].shields < MAX_SHIELDS) {
				fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
				if (Difficulty_level == 0)
					boost += boost/2;
				Players[Player_num].shields += boost;
				if (Players[Player_num].shields > MAX_SHIELDS)
					Players[Player_num].shields = MAX_SHIELDS;
				powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
				used=1;
			} else
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_SHIELD);
			break;
		case POW_LASER:
			if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
				//Players[Player_num].laser_level = MAX_LASER_LEVEL;
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_LASER);
			} else {
				if (Newdemo_state == ND_STATE_RECORDING)
					newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
				Players[Player_num].laser_level++;
				powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
				update_laser_weapon_info();
				pick_up_primary (LASER_INDEX);
				used=1;
			}
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case POW_MISSILE_1:
			used=pick_up_secondary(CONCUSSION_INDEX,1);
			break;
		case POW_MISSILE_4:
			used=pick_up_secondary(CONCUSSION_INDEX,4);
			break;

		case POW_KEY_BLUE:
			if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
				break;
#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
			powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			invalidate_escort_goal();
			break;
		case POW_KEY_RED:
			if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
				break;
#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
			powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			invalidate_escort_goal();
			break;
		case POW_KEY_GOLD:
			if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
				break;
#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
			powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			invalidate_escort_goal();
			break;
		case POW_QUAD_FIRE:
			if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
				Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
				powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
				update_laser_weapon_info();
				used=1;
			} else
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_VULCAN_WEAPON:
		case	POW_GAUSS_WEAPON: {
			int ammo = obj->ctype.powerup_info.count;

			used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);

			//didn't get the weapon (because we already have it), but
			//maybe snag some of the ammo.  if single-player, grab all the ammo
			//and remove the powerup.  If multi-player take ammo in excess of
			//the amount in a powerup, and leave the rest.
			if (! used)
				if ((Game_mode & GM_MULTI) )
					ammo -= VULCAN_AMMO_AMOUNT;	//don't let take all ammo

			if (ammo > 0) {
				int ammo_used;
				ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
				obj->ctype.powerup_info.count -= ammo_used;
				if (!used && ammo_used) {
					powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s (now ammo=%i/%i)!", TXT_VULCAN_AMMO, PRINTABLE_VULCAN_AMMO(Players[Player_num].primary_ammo[1]), PRINTABLE_VULCAN_AMMO(CURRENT_VULCAN_AMMO_CAPACITY(Player_num)));
					special_used = 1;
					id = POW_VULCAN_AMMO;		//set new id for making sound at end of this function
					if (obj->ctype.powerup_info.count == 0)
						used = 1;		//say used if all ammo taken
				}
			}

			break;
		}

		case	POW_SPREADFIRE_WEAPON:
			used = pick_up_primary(SPREADFIRE_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_PLASMA_WEAPON:
			used = pick_up_primary(PLASMA_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_FUSION_WEAPON:
			used = pick_up_primary(FUSION_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_HELIX_WEAPON:
			used = pick_up_primary(HELIX_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_PHOENIX_WEAPON:
			used = pick_up_primary(PHOENIX_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_OMEGA_WEAPON:
			used = pick_up_primary(OMEGA_INDEX);
			if (used)
				Omega_charge = obj->ctype.powerup_info.count;
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_PROXIMITY_WEAPON:
			used=pick_up_secondary(PROXIMITY_INDEX,4);
			break;
		case	POW_SMARTBOMB_WEAPON:
			used=pick_up_secondary(SMART_INDEX,1);
			break;
		case	POW_MEGA_WEAPON:
			used=pick_up_secondary(MEGA_INDEX,1);
			break;
		case	POW_SMISSILE1_1:
			used=pick_up_secondary(SMISSILE1_INDEX,1);
			break;
		case	POW_SMISSILE1_4:
			used=pick_up_secondary(SMISSILE1_INDEX,4);
			break;
		case	POW_GUIDED_MISSILE_1:
			used=pick_up_secondary(GUIDED_INDEX,1);
			break;
		case	POW_GUIDED_MISSILE_4:
			used=pick_up_secondary(GUIDED_INDEX,4);
			break;
		case	POW_SMART_MINE:
			used=pick_up_secondary(SMART_MINE_INDEX,4);
			break;
		case	POW_MERCURY_MISSILE_1:
			used=pick_up_secondary(SMISSILE4_INDEX,1);
			break;
		case	POW_MERCURY_MISSILE_4:
			used=pick_up_secondary(SMISSILE4_INDEX,4);
			break;
		case	POW_EARTHSHAKER_MISSILE:
			used=pick_up_secondary(SMISSILE5_INDEX,1);
			break;
		case	POW_VULCAN_AMMO:
			used = pick_up_vulcan_ammo();
			break;
		case	POW_HOMING_AMMO_1:
			used=pick_up_secondary(HOMING_INDEX,1);
			break;
		case	POW_HOMING_AMMO_4:
			used=pick_up_secondary(HOMING_INDEX,4);
			break;
		case	POW_CLOAK:
			if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
				break;
			} else {
				Players[Player_num].cloak_time = GameTime64;	//	Not! changed by awareness events (like player fires laser).
				Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
				ai_do_cloak_stuff();
				#ifdef NETWORK
				if (Game_mode & GM_MULTI)
					multi_send_cloak();
				#endif
				powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
				used = 1;
				break;
			}
		case	POW_INVULNERABILITY:
			if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
				break;
			} else {
				Players[Player_num].invulnerable_time = GameTime64;
				Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
				powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
				used = 1;
				break;
			}
	#ifndef RELEASE
		case	POW_MEGAWOW:
			do_megawow_powerup(50);
			used = 1;
			break;
	#endif

		case POW_FULL_MAP:
			if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			} else {
				Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
				powerup_basic(15, 0, 15, 0, "FULL MAP!");
				used=1;
			}
			break;

		case POW_CONVERTER:
			if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Converter");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			} else {
				Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
			    	powerup_basic(15, 0, 15, 0, "Energy -> shield converter!");


				used=1;
			}
			break;

		case POW_SUPER_LASER:
			if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
				Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "SUPER LASER MAXED OUT!");
			} else {
				int old_level=Players[Player_num].laser_level;

				if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
					Players[Player_num].laser_level = MAX_LASER_LEVEL;
				Players[Player_num].laser_level++;
				if (Newdemo_state == ND_STATE_RECORDING)
					newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
				powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
				update_laser_weapon_info();
				if (Primary_weapon!=LASER_INDEX)
			      check_to_use_primary (SUPER_LASER_INDEX);
				used=1;
			}
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case POW_AMMO_RACK:
			if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			}
			else {
				Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
#ifdef NETWORK
				multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
				digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
				powerup_basic(15, 0, 15, 0, "AMMO RACK!");
				used=1;
			}
			break;

		case POW_AFTERBURNER:
			if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			}
			else {
				Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
#ifdef NETWORK
				multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
				digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
				powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
				Afterburner_charge = f1_0;
				used=1;
			}
			break;

		case POW_HEADLIGHT:
			if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			}
			else {
				Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
#ifdef NETWORK
				multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
				digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
				powerup_basic(15, 0, 15, 0, "HEADLIGHT BOOST! (Headlight is %s)",PlayerCfg.HeadlightActiveDefault?"ON":"OFF");
				if (PlayerCfg.HeadlightActiveDefault)
					Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
				used=1;
#ifdef NETWORK
			   if (Game_mode & GM_MULTI)
					multi_send_flags (Player_num);
#endif
			}
			break;

#ifdef NETWORK
		case POW_FLAG_BLUE:
			if (Game_mode & GM_CAPTURE)
				if (get_team(Player_num) == TEAM_RED) {
					powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
					Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
					used=1;
					multi_send_got_flag (Player_num);
				}
		   break;

		case POW_HOARD_ORB:
			if (Game_mode & GM_HOARD)
				if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
					powerup_basic(15, 0, 15, 0, "Orb!!!");
					Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
					Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
					used=1;
					multi_send_got_orb (Player_num);
				}
		  break;

		case POW_FLAG_RED:
			if (Game_mode & GM_CAPTURE)
				if (get_team(Player_num) == TEAM_BLUE) {
					powerup_basic(15, 0, 15, 0, "RED FLAG!");
					Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
					used=1;
					multi_send_got_flag (Player_num);
				}
		   break;
#endif

//		case POW_HOARD_ORB:


		default:
			break;
		}

//always say used, until physics problem (getting stuck on unused powerup)
//is solved.  Note also the break statements above that are commented out
//!!	used=1;

	if ((used || special_used) && Powerup_info[id].hit_sound  > -1 ) {
		#ifdef NETWORK
		if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
			multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
		#endif
		digi_play_sample( Powerup_info[id].hit_sound, F1_0 );
		detect_escort_goal_accomplished(obj-Objects);
	}

	return used;

}