/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public ZombieBot(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_ZombieZone _zz) : base(type, state, arena, new SteeringController(type, state, arena)) { Random rnd = new Random(); _seperation = (float)rnd.NextDouble(); steering = _movement as SteeringController; if (type.InventoryItems[0] != 0) { _weapon.equip(AssetManager.Manager.getItemByID(type.InventoryItems[0])); } zz = _zz; }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public DualZombieBot(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_ZombieZone _zz) : base(type, state, arena, _zz) { bOverriddenPoll = true; _weaponClose = new WeaponController(_state, new WeaponController.WeaponSettings()); //Setup our second weapon if (type.InventoryItems[1] != 0) { _weaponClose.equip(AssetManager.Manager.getItemByID(type.InventoryItems[1])); } }
public float runDist; //The distance from the player where we run away! /////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public RangedZombieBot(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_ZombieZone _zz) : base(type, state, arena, _zz) { bOverriddenPoll = true; }
/////////////////////////////////////////////////// // Member Functions /////////////////////////////////////////////////// /// <summary> /// Generic constructor /// </summary> public KingZombieBot(VehInfo.Car type, Helpers.ObjectState state, Arena arena, Script_ZombieZone _zz) : base(type, state, arena, _zz) { bOverriddenPoll = true; weapons = new WeaponController[type.InventoryItems.Length]; //Setup our weapons for (int i = 0; i < type.InventoryItems.Length; i++) { if (type.InventoryItems[i] != 0) { weapons[i] = new WeaponController(_state, new WeaponController.WeaponSettings()); weapons[i].equip(AssetManager.Manager.getItemByID(type.InventoryItems[i])); } else { weapons[i] = null; } } }