Example #1
0
        public override void LoadRules(IniFile.IniSection rules)
        {
            base.LoadRules(rules);

            WeaponType            = rules.ReadEnum <WeaponType>("WeaponType", null);
            Action                = rules.ReadEnum <Action>("Action", Action.MultiMissile);
            IsPowered             = rules.ReadBool("IsPowered", true);
            DisableableFromShell  = rules.ReadBool("DisableableFromShell");
            SidebarFlashTabFrames = rules.ReadInt("SidebarFlashTabFrames", -1);
            AIDefendAgainst       = rules.ReadBool("AIDefendAgainst");
            PreClick              = rules.ReadBool("PreClick");
            PostClick             = rules.ReadBool("PostClick");
            ShowTimer             = rules.ReadBool("ShowTimer");
            SpecialSound          = Get <Sound>(rules.ReadString("SpecialSound"));
            StartSound            = Get <Sound>(rules.ReadString("StartSound"));
            Range          = rules.ReadFloat("Range", 0);
            LineMultiplier = rules.ReadInt("LineMultiplier", 0);
            Type           = rules.ReadEnum <AbstractType>("Type", null);
            PreDependent   = rules.ReadEnum <WeaponType>("PreDependent", null);
            AuxBuilding    = Get <BuildingType>(rules.ReadString("AuxBuilding"));
            UseChargeDrain = rules.ReadBool("UseChargeDrain");
            ManualControl  = rules.ReadBool("ManualControl");
            RechargeTime   = rules.ReadFloat("RechargeTime", 5.0f);
            SidebarImage   = rules.ReadString("SidebarImage", "");
        }
Example #2
0
        public override void LoadRules(IniFile.IniSection rules)
        {
            base.LoadRules(rules);

            Normalized         = rules.ReadBool("Normalized");
            Translucent        = rules.ReadBool("Translucent");
            IsTiberium         = rules.ReadBool("IsTiberium");
            IsMeteor           = rules.ReadBool("IsMeteor");
            Elasticity         = rules.ReadFloat("Elasticity", 0.8f);
            MinAngularVelocity = rules.ReadFloat("MinAngularVelocity");
            MaxAngularVelocity = rules.ReadFloat("MaxAngularVelocity", 0.174528f);
            Duration           = rules.ReadInt("Duration", 30);
            MinZVel            = rules.ReadFloat("MinZVel", 3.5f);
            MaxZVel            = rules.ReadFloat("MaxZVel", 5f);
            MaxXYVel           = rules.ReadFloat("MaxXYVel", 15f);
            Spawns             = Get <VoxelAnimation>(rules.ReadString("Spawns"));
            SpawnCount         = rules.ReadInt("SpawnCount");
            ShareBodyData      = rules.ReadBool("ShareBodyData");
            ShareTurretData    = rules.ReadBool("ShareTurretData");
            ShareBarrelData    = rules.ReadBool("ShareBarrelData");
            VoxelIndex         = rules.ReadInt("VoxelIndex");
            StartSound         = Get <Sound>(rules.ReadString("StartSound"));
            StopSound          = Get <Sound>(rules.ReadString("StopSound"));
            BounceAnim         = Get <Animation>(rules.ReadString("BounceAnim"));
            ExpireAnim         = Get <Animation>(rules.ReadString("ExpireAnim"));
            TrailerAnim        = Get <Animation>(rules.ReadString("TrailerAnim"));
            Damage             = rules.ReadInt("Damage");
            DamageRadius       = rules.ReadInt("DamageRadius");
            Warhead            = Get <WarheadType>(rules.ReadString("Warhead"));
            AttachedSystem     = Get <ParticleSystem>(rules.ReadString("AttachedSystem"));
            ShareSource        = Get <TechnoType>(rules.ReadString("ShareSource"));
        }