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Spawn:
SNOW A 0 NoDelay A_ChangeVelocity(0, 0, 10, CVF_REPLACE)
SNOW A 1 A_CheckCeiling("Death")
Wait
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actor PowerSnowWaitGiver : Powerup {}
I was also playing with the idea of forcing the player to stop moving while performing the altfire since I figured a conjuring spell would take concentration to execute but not entire sure on that mechanic?
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The snow projectiles of the primary attack travel really slowly, so it's a little difficult to hit a monster with it, especially if it decided to zig-zag its way to you. You have to be very close to the monster to compensate for the slow speed of the projectiles, which puts you at risk.
The primary attack could do with a firing sound. Unfortunately, I don't know what to recommend.
For best responsivness and smoother bobbing, A_WeaponReady should be called every tic (you're calling it every two tics).
For the alternative attack timer item, you don't need to inherit from an existing powerup. Just use the Powerup class directly
Increase the radius and height of the SnowParticle and SnowStart actors to at least 2.
The Projectile actor property sets certain actor flags on the actor so that it behaves like a missile. The MISSILE, NOBLOCKMAP and NOGRAVITY flags are three of the flags set by the property. This means you don't explicitly need to set those flags yourself if the Projectile property is already there.
For me though, the majority of the lag comes from rendering; the "clouds" have a significant impact on performance when a lot of them being rendered at once on-screen.
It does make sense to add such a mechanic. However, it's risky, since the player will be a sitting duck, and won't be able to move until the spell is fully cast. So I'm not sure either.
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