public void Init(ObjectType objType, AppearanceTypeManager appearanceTypeManager) { base.Init(objType, appearanceTypeManager); objectClass = ObjectClass.GATE; var buildingAppearanceType = appearanceTypeManager.GetAppearanceType(objType.Appearance); appearance = new GVAppearance(buildingAppearanceType, this); }
//static bool turretsEnabled[MAX_TEAMS]; #endregion #region Class Structures #endregion #region Constructors public void Init(ObjectType objType, AppearanceTypeManager appearanceTypeManager) { base.Init(objType); readyTime = new float[MAX_TURRET_WEAPONS]; lastFireTime = new float[MAX_TURRET_WEAPONS]; numWeaponFireChunks = new long[2]; weaponFireChunks = new ulong[2][]; weaponFireChunks[0] = new ulong[MAX_TURRET_WEAPONFIRE_CHUNKS]; weaponFireChunks[1] = new ulong[MAX_TURRET_WEAPONFIRE_CHUNKS]; //------------------------------------------- // Initialize the Building Appearance here. //GameObject::init(true, _type); //setFlag(OBJECT_FLAG_JUSTCREATED, true); var turretAppearanceType = appearanceTypeManager.GetAppearanceType(objType.Appearance); appearance = new GVAppearance(turretAppearanceType, this); objectClass = ObjectClass.TURRET; //setFlag(OBJECT_FLAG_DAMAGED, true); teamId = -1; readyTime[0] = readyTime[1] = readyTime[2] = readyTime[3] = 0f; TurretType type = (TurretType)objType; if (type.engageRadius != 0.0) { type.extentRadius = (type.engageRadius); } if (type.extentRadius > 0.0) { } //setFlag(OBJECT_FLAG_TANGIBLE, true); tonnage = type.baseTonnage; explDamage = type.explDmg; explRadius = type.explRad; //setFlag(OBJECT_FLAG_CAPTURABLE, false); //setFlag(OBJECT_FLAG_POP_NEUTRALS, false); }