public override void Activate(DeathCrate c, bool server = true) { float x = c.x; float ypos = c.y - 2f; Level.Add((Thing) new ExplosionPart(x, ypos)); int num1 = 6; if (Graphics.effectsLevel < 2) { num1 = 3; } for (int index = 0; index < num1; ++index) { float deg = (float)index * 60f + Rando.Float(-10f, 10f); float num2 = Rando.Float(12f, 20f); Level.Add((Thing) new ExplosionPart(x + (float)Math.Cos((double)Maths.DegToRad(deg)) * num2, ypos - (float)Math.Sin((double)Maths.DegToRad(deg)) * num2)); } if (server) { for (int index = 0; index < 10; ++index) { Mine mine = new Mine(c.x, c.y); float num2 = (float)index / 9f; mine.hSpeed = (float)((double)num2 * 40.0 - 20.0) * Rando.Float(0.5f, 1f); mine.vSpeed = Rando.Float(-3f, -11f); mine.PressAction(); mine.Arm(); Level.Add((Thing)mine); } Level.Remove((Thing)c); } Graphics.FlashScreen(); SFX.Play("explode"); }
public override void Activate(DeathCrate c, bool server = true) { float x = c.x; float ypos = c.y - 2f; Level.Add((Thing) new ExplosionPart(x, ypos)); int num1 = 6; if (Graphics.effectsLevel < 2) { num1 = 3; } for (int index = 0; index < num1; ++index) { float deg = (float)index * 60f + Rando.Float(-10f, 10f); float num2 = Rando.Float(12f, 20f); Level.Add((Thing) new ExplosionPart(x + (float)Math.Cos((double)Maths.DegToRad(deg)) * num2, ypos - (float)Math.Sin((double)Maths.DegToRad(deg)) * num2)); } if (server) { for (int index = 0; index < 8; ++index) { Sword sword = new Sword(c.x, c.y); float num2 = (float)index / 7f; sword.hSpeed = (float)((double)num2 * 30.0 - 15.0) * Rando.Float(0.5f, 1f); sword.vSpeed = Rando.Float(-10f, 10f); sword._wasLifted = true; sword._framesExisting = 16; Level.Add((Thing)sword); } Level.Remove((Thing)c); } Graphics.FlashScreen(); SFX.Play("explode"); }
public override void Activate(DeathCrate c, bool server = true) { float x = c.x; float ypos = c.y - 2f; Level.Add((Thing) new ExplosionPart(x, ypos)); int num1 = 6; if (Graphics.effectsLevel < 2) { num1 = 3; } for (int index = 0; index < num1; ++index) { float deg = (float)index * 60f + Rando.Float(-10f, 10f); float num2 = Rando.Float(12f, 20f); Level.Add((Thing) new ExplosionPart(x + (float)Math.Cos((double)Maths.DegToRad(deg)) * num2, ypos - (float)Math.Sin((double)Maths.DegToRad(deg)) * num2)); } if (server) { for (int index = 0; index < 18; ++index) { float deg = (float)index * 22.5f; double num2 = (double)Rando.Float(8f, 14f); Level.Add((Thing) new QuadLaserBullet(c.x, c.y, new Vec2((float)Math.Cos((double)Maths.DegToRad(deg)), (float)-Math.Sin((double)Maths.DegToRad(deg))))); } Level.Remove((Thing)c); } Graphics.FlashScreen(); SFX.Play("explode"); }
public override void Activate(DeathCrate c, bool server = true) { float x = c.x; float ypos = c.y - 2f; Level.Add((Thing) new ExplosionPart(x, ypos)); int num1 = 6; if (Graphics.effectsLevel < 2) { num1 = 3; } for (int index = 0; index < num1; ++index) { float deg = (float)index * 60f + Rando.Float(-10f, 10f); float num2 = Rando.Float(12f, 20f); Level.Add((Thing) new ExplosionPart(x + (float)Math.Cos((double)Maths.DegToRad(deg)) * num2, ypos - (float)Math.Sin((double)Maths.DegToRad(deg)) * num2)); } if (server) { for (int index = 0; index < 16; ++index) { Level.Add((Thing)SmallFire.New(c.x - 6f + Rando.Float(12f), c.y - 8f + Rando.Float(4f), Rando.Float(12f) - 6f, 2f - Rando.Float(8.5f), firedFrom: ((Thing)c))); } Level.Remove((Thing)c); } Graphics.FlashScreen(); SFX.Play("explode"); }
public override void Activate(DeathCrate c, bool server = true) { float x = c.x; float ypos = c.y - 2f; Level.Add((Thing) new ExplosionPart(x, ypos)); int num1 = 6; if (Graphics.effectsLevel < 2) { num1 = 3; } for (int index = 0; index < num1; ++index) { float deg = (float)index * 60f + Rando.Float(-10f, 10f); float num2 = Rando.Float(12f, 20f); Level.Add((Thing) new ExplosionPart(x + (float)Math.Cos((double)Maths.DegToRad(deg)) * num2, ypos - (float)Math.Sin((double)Maths.DegToRad(deg)) * num2)); } if (server) { for (int index = 0; index < 3; ++index) { Thing thing; if (index == 1) { thing = (Thing) new FireExtinguisher(c.x, c.y); } else { thing = (Thing) new RomanCandle(c.x, c.y); (thing as Gun).PressAction(); } float num2 = (float)index / 2f; thing.hSpeed = (float)((double)num2 * 30.0 - 15.0) * Rando.Float(0.5f, 1f); thing.vSpeed = Rando.Float(-3f, -11f); Level.Add(thing); } Level.Remove((Thing)c); } Graphics.FlashScreen(); SFX.Play("explode"); }
public override void Activate(DeathCrate c, bool server = true) { float x = c.x; float ypos = c.y - 2f; Level.Add((Thing) new ExplosionPart(x, ypos)); int num1 = 6; if (Graphics.effectsLevel < 2) { num1 = 3; } for (int index = 0; index < num1; ++index) { float deg = (float)index * 60f + Rando.Float(-10f, 10f); float num2 = Rando.Float(12f, 20f); Level.Add((Thing) new ExplosionPart(x + (float)Math.Cos((double)Maths.DegToRad(deg)) * num2, ypos - (float)Math.Sin((double)Maths.DegToRad(deg)) * num2)); } if (server) { for (int index = 0; index < 8; ++index) { Present present = new Present(c.x, c.y); float num2 = (float)index / 7f; present.hSpeed = (float)((double)num2 * 30.0 - 15.0) * Rando.Float(0.5f, 1f); present.vSpeed = Rando.Float(-3f, -11f); Level.Add((Thing)present); } for (int index = 0; index < 4; ++index) { Flower flower = new Flower(c.x, c.y); float num2 = (float)index / 3f; flower.hSpeed = (float)((double)num2 * 20.0 - 10.0) * Rando.Float(0.5f, 1f); flower.vSpeed = Rando.Float(-3f, -11f); Level.Add((Thing)flower); } Level.Remove((Thing)c); } Graphics.FlashScreen(); SFX.Play("harp"); }