Example #1
0
 public cCritterWank(cGame pownergame)
     : base(pownergame)
 {
     //Sets the sprite
     Sprite       = new cSpriteQuake(ModelsMD2.Wank);
     WrapFlag     = cCritter.CLAMP;         //Prevent from going through walls
     MaxSpeed     = cGame3D.MAXPLAYERSPEED; //sets max speed
     AbsorberFlag = true;                   //Keep from being buffered out
     addForce(new cForceGravity(50.0f));    //gravity
     AttitudeToMotionLock = false;
     //First param determines direction facing (forward/backward)
     Attitude = new cMatrix3(new cVector3(0.0f, 0.0f, 1.0f), new cVector3(1.0f, 0.0f, 0.0f),
                             new cVector3(0.0f, 1.0f, 0.0f), Position);
     Sprite.setstate(State.Other, stateBegF, stateEndF, StateType.Repeat);
 }
Example #2
0
 public cCritter3DCharacterEnemy(cGame pownergame)
     : base(pownergame)
 {
     Sprite = new cSpriteQuake(ModelsMD2.Enemy);
     Sprite.setstate(State.Other, begf, endf, StateType.Repeat);
     WrapFlag     = cCritter.CLAMP;                 //Prevents boss from going through walls
     Armed        = false;                          //Allows the character to use bullets
     MaxSpeed     = cGame3D.MAXPLAYERSPEED - 15.0f; //sets max speed
     AbsorberFlag = true;                           //Keeps boss from being buffered out
     addForce(new cForceGravity(50.0f));            //gravity
     AttitudeToMotionLock = false;
     Attitude             = new cMatrix3(new cVector3(0.0f, 0.0f, 1.0f), new cVector3(1.0f, 0.0f, 0.0f),
                                         new cVector3(0.0f, 1.0f, 0.0f), Position);
     addForce(new cForceObjectSeek(Player, 3.0f));
     AimToAttitudeLock = true;   //aims in the direction of the attitude
 }