EnableFireworkPhysics() public method

public EnableFireworkPhysics ( Player player, bool announce ) : void
player Player
announce bool
return void
Example #1
0
        public static void LoadOtherSettings(XElement el, World world)
        {
            XAttribute temp;

            if ((temp = el.Attribute("sandPhysics")) != null)
            {
                bool isPhy;
                if (bool.TryParse(temp.Value, out isPhy))
                {
                    world.EnableSandPhysics(Player.Console, false);
                }
            }
            if ((temp = el.Attribute("fireworkPhysics")) != null)
            {
                bool isPhy;
                if (bool.TryParse(temp.Value, out isPhy))
                {
                    world.EnableFireworkPhysics(Player.Console, false);
                }
            }
            if ((temp = el.Attribute("gunPhysics")) != null)
            {
                bool isPhy;
                if (bool.TryParse(temp.Value, out isPhy))
                {
                    world.EnableGunPhysics(Player.Console, false);
                }
            }
        }
Example #2
0
 public static void LoadOtherSettings(XElement el, World world)
 {
     XAttribute temp;
     if ((temp = el.Attribute("sandPhysics")) != null)
     {
         bool isPhy;
         if (bool.TryParse(temp.Value, out isPhy))
         {
             world.EnableSandPhysics(Player.Console, false);
         }
     }
     if ((temp = el.Attribute("fireworkPhysics")) != null)
     {
         bool isPhy;
         if (bool.TryParse(temp.Value, out isPhy))
         {
             world.EnableFireworkPhysics(Player.Console, false);
         }
     }
     if ((temp = el.Attribute("gunPhysics")) != null)
     {
         bool isPhy;
         if (bool.TryParse(temp.Value, out isPhy))
         {
             world.EnableGunPhysics(Player.Console, false);
         }
     }
 }