#CHAR_OVER "player";

#ACTION
  var bool = avar( "player_running_powerup" );
  var func = nop;
  func = if( bool, char_control_pop, nop );
  func( "player" );
  // Kill whatever power-up sound is currently running.
  sound_stop( avar("player_powerup_sid") );

  // Push the blitz state onto the player character.
  char_control_push(
  "player",
  "pinball",
  "
    *x = 0;
    *y = 0;
    *mass = 40;
    *hardness = 25;
    *impulse = 24;
    *steering = 900;
    *time = 3.0;
    *player = 1;
    *particle = \"fire_01\";
  ",
  1
  );

  // Play the blitzing sound.
  //avar( "player_powerup_sid", sound_play( "blitz.wav" ) );
  sound_play("wind_out.wav", this_x(), this_y(), 1);

  // Record that the player is in a power-up state.
  avar( "player_running_powerup", 1 );
  // Make a timer to flip the power-up state flag when this power-up finishes.
  timer_kill( "powerup_ender" );
  timer_make( "powerup_ender", 2.9, "avar( \"player_running_powerup\", 0 );" );
