public UnAimUnit(byte[] data, GameSession client) : base(data, client) { // Tick TickUnit(); _arm = (ArmIndex)GetInt(); }
public StopAttack(byte[] data, GameSession client) : base(data, client) { _arm = (ArmIndex)GetInt(); // Standard position update GetUnitPositionAndAim(); }
public StartAttack(byte[] data, GameSession client) : base(data, client) { TickUnit(); _arm = (ArmIndex)GetInt(); _comboStep = GetInt(); // Read the position information GetUnitPositionAndAim(); // High priority HighPriority = true; }
public AimUnit(byte[] data, GameSession client) : base(data, client) { TickUnit(); // Find the target unit _target = GetInt(); // Find which arm is being used _arm = (ArmIndex)GetInt(); // Read the units position and aim GetUnitPositionAndAim(); }
private List <ArmIndex> RetrieveIndices(bool retrieveNew = false) { List <ArmIndex> indices = new List <ArmIndex>(); ArmIndex libor = PricingServiceFacade.RetrieveArmIndex(IndexType.Libor, retrieveNew); ArmIndex treasury = PricingServiceFacade.RetrieveArmIndex(IndexType.Treasury, retrieveNew); if (libor != null) { indices.Add(libor); } if (treasury != null) { indices.Add(treasury); } return(indices); }
public AimUnit(byte[] data, GameSession client) : base(data, client) { // debug = true; // TODO: This is just for practice. Improve it? if (client.RoomInstance == null) { return; } TickUnit(); // Find the target unit _target = GetInt(); // Find which arm is being used _arm = (ArmIndex)GetInt(); // Read the units position and aim GetUnitPositionAndAim(); }
public UnAimUnit(byte[] data, GameSession client) : base(data, client) { try { // debug = true; // Check practice mode if (GetClient().GameInstance == null) { return; } TickUnit(); _arm = (ArmIndex)GetInt(); } catch (Exception e) { System.Console.WriteLine("Exception in Unaim unit: " + e.Message); } }
public AimUnit(Unit attacker, Unit victim, ArmIndex arm) { _attacker = attacker; _victim = victim; _arm = arm; }
protected Weapon(PartRecord partRecord, Unit owner, ArmIndex arm, WeaponSetIndex weaponSet) : base(partRecord, owner) { Arm = arm; WeaponSet = weaponSet; }
public Fist(PartRecord partRecord, Unit owner, ArmIndex arm, WeaponSetIndex weaponSet) : base(partRecord, owner, arm, weaponSet) { }
public NullWeapon(Unit owner, ArmIndex arm, WeaponSetIndex weaponSet) : base(null, owner, arm, weaponSet) { // Always zero CurrentOverheat = 0.0f; IsOverheated = false; }
public Gun(PartRecord partRecord, Unit owner, ArmIndex arm, WeaponSetIndex weaponSet) : base(partRecord, owner, arm, weaponSet) { Target = new WeakReference <Unit>(null); }
/// <summary> /// Updates users when a target is no longer being aimed at /// </summary> /// <param name="attacker"></param> /// <param name="oldTarget"></param> public void NotifyUnitUnAimed(Unit attacker, Unit oldTarget, ArmIndex arm) { RoomInstance.MulticastPacket(new UnAimUnit(attacker, oldTarget, arm)); }