public override void TriggerPowerUp(FAZEngine.Peds.Player player) { // display particle effect world.particleEffects[2].Trigger(this.position); // add 1 revive to player player.Gain1Revive(); base.TriggerPowerUp(player); }
public override void TriggerPowerUp(FAZEngine.Peds.Player player) { // display particle effect world.particleEffects[2].Trigger(this.position); // add health to player player.GainHealth(1000); base.TriggerPowerUp(player); }
public override void TriggerPowerUp(FAZEngine.Peds.Player player) { // trigger particle effect world.particleEffects[2].Trigger(this.position); // add ammo to player player.GetMaxAmmo(false); base.TriggerPowerUp(player); }
public override void TriggerPowerUp(FAZEngine.Peds.Player player) { // display particle effect world.particleEffects[2].Trigger(this.position); // give player shield player.SetInvincible(10000); base.TriggerPowerUp(player); }
public override void TriggerPowerUp(FAZEngine.Peds.Player player) { // display particle effect world.particleEffects[2].Trigger(this.position); // add money to player if (fixedAmount == 0) player.AddMoney(20 + (int)(new Random().NextDouble() * 100)); // from 20 to 120 else player.AddMoney(fixedAmount); base.TriggerPowerUp(player); }