public DefaultTakeoff(DefaultTakeoff reference, VehiclePawn vehicle) : base(reference, vehicle) { movementType = reference.movementType; angle = reference.angle; rotation = reference.rotation; motes = reference.motes; }
public SkyfallerPropertiesStats(SkyfallerProperties p) { this.hitRoof = p.hitRoof; this.reversed = p.reversed; this.explosionRadius = p.explosionRadius; this.explosionDamageFactor = p.explosionDamageFactor; this.shrapnelDistanceFactor = p.shrapnelDistanceFactor; this.movementType = p.movementType; this.speed = p.speed; this.cameraShake = p.cameraShake; this.rotateGraphicTowardsDirection = p.rotateGraphicTowardsDirection; this.anticipationSoundTicks = p.anticipationSoundTicks; this.motesPerCell = p.motesPerCell; if (p.shadowSize == null) this.shadowSize = new Vector2Stats(p.shadowSize); if (p.ticksToImpactRange == null) this.ticksToImpactRange = new MinMaxIntStats(p.ticksToImpactRange); if (p.metalShrapnelCountRange == null) this.metalShrapnelCountRange = new MinMaxIntStats(p.metalShrapnelCountRange); if (p.rubbleShrapnelCountRange == null) this.rubbleShrapnelCountRange = new MinMaxIntStats(p.rubbleShrapnelCountRange); Util.AssignDefStat(p.explosionDamage, out this.explosionDamage); Util.AssignDefStat(p.impactSound, out this.impactSound); Util.AssignDefStat(p.anticipationSound, out this.anticipationSound); }