public void Init(ObjectType objType, AppearanceTypeManager appearanceTypeManager) { base.Init(objType); //------------------------------------------- // Initialize the Building Appearance here. //setExists(true); //setFlag(OBJECT_FLAG_JUSTCREATED, true); captureTime = -1000.0f; var buildingAppearanceType = appearanceTypeManager.GetAppearanceType(objType.Appearance); appearance = new BuildingAppearance(buildingAppearanceType, this); objectClass = ObjectClass.BUILDING; //setFlag(OBJECT_FLAG_DAMAGED, true); BuildingType type = (BuildingType)objType; if (type.extentRadius > 0.0) { } //setTangible(true); tonnage = type.baseTonnage; explDamage = type.explDmg; explRadius = type.explRad; curCV = maxCV = (short)type.startBR; //setFlag(OBJECT_FLAG_CANREFIT, type->canRefit); //setFlag(OBJECT_FLAG_MECHBAY, type->mechBay); //setTeamId(type.teamId, true); //if (type.sensorRange > -1.0 && getTeam()) // setSensorData(getTeam(), type->sensorRange, true); //setFlag(OBJECT_FLAG_CAPTURABLE, false); if (type.capturable) { //setFlag(OBJECT_FLAG_CAPTURABLE, true); //setRefitBuddy(0); if (type.DamageLevel == 0.0f) { //------------------------------------------------------- // We are already destroyed. Used for extraction markers. //setTangible(false); //setStatus(OBJECT_STATUS_DESTROYED); //setFlag(OBJECT_FLAG_DAMAGED, true); } } }
public void Init(ObjectType objType, AppearanceTypeManager appearanceTypeManager) { base.Init(objType, appearanceTypeManager); objectClass = ObjectClass.GATE; var buildingAppearanceType = appearanceTypeManager.GetAppearanceType(objType.Appearance); appearance = new GVAppearance(buildingAppearanceType, this); }
//static bool turretsEnabled[MAX_TEAMS]; #endregion #region Class Structures #endregion #region Constructors public void Init(ObjectType objType, AppearanceTypeManager appearanceTypeManager) { base.Init(objType); readyTime = new float[MAX_TURRET_WEAPONS]; lastFireTime = new float[MAX_TURRET_WEAPONS]; numWeaponFireChunks = new long[2]; weaponFireChunks = new ulong[2][]; weaponFireChunks[0] = new ulong[MAX_TURRET_WEAPONFIRE_CHUNKS]; weaponFireChunks[1] = new ulong[MAX_TURRET_WEAPONFIRE_CHUNKS]; //------------------------------------------- // Initialize the Building Appearance here. //GameObject::init(true, _type); //setFlag(OBJECT_FLAG_JUSTCREATED, true); var turretAppearanceType = appearanceTypeManager.GetAppearanceType(objType.Appearance); appearance = new GVAppearance(turretAppearanceType, this); objectClass = ObjectClass.TURRET; //setFlag(OBJECT_FLAG_DAMAGED, true); teamId = -1; readyTime[0] = readyTime[1] = readyTime[2] = readyTime[3] = 0f; TurretType type = (TurretType)objType; if (type.engageRadius != 0.0) { type.extentRadius = (type.engageRadius); } if (type.extentRadius > 0.0) { } //setFlag(OBJECT_FLAG_TANGIBLE, true); tonnage = type.baseTonnage; explDamage = type.explDmg; explRadius = type.explRad; //setFlag(OBJECT_FLAG_CAPTURABLE, false); //setFlag(OBJECT_FLAG_POP_NEUTRALS, false); }
public void Init(ObjectType objType, AppearanceTypeManager appearanceTypeManager) { base.Init(objType); if (((TerrainObjectType)objType).subType == (int)TerrainObjectType.TerrainObjectSubType.TERROBJ_TREE) { var treeAppearType = appearanceTypeManager.GetAppearanceType(objType.Appearance); appearance = new TreeAppearance(treeAppearType, this); } else { var terrainObjectAppearType = appearanceTypeManager.GetAppearanceType(objType.Appearance); appearance = new BuildingAppearance(terrainObjectAppearType, this); } this.objectClass = ObjectClass.TERRAINOBJECT; switch (((TerrainObjectType)objType).subType) { case (int)TerrainObjectType.TerrainObjectSubType.TERROBJ_NONE: if (((TerrainObjectType)objType).DamageLevel == 0f) { //-------------------------------------------------------- // We are already destroyed. Used for extraction Markers //setTangible(false); //setStatus(OBJECT_STATUS_DESTROYED); } break; case (int)TerrainObjectType.TerrainObjectSubType.TERROBJ_TREE: objectClass = ObjectClass.TREE; //setFlag(OBJECT_FLAG_DAMAGED, false); break; case (int)TerrainObjectType.TerrainObjectSubType.TERROBJ_BRIDGE: case (int)TerrainObjectType.TerrainObjectSubType.TERROBJ_FOREST: case (int)TerrainObjectType.TerrainObjectSubType.TERROBJ_WALL_HEAVY: case (int)TerrainObjectType.TerrainObjectSubType.TERROBJ_WALL_MEDIUM: case (int)TerrainObjectType.TerrainObjectSubType.TERROBJ_WALL_LIGHT: //setTangible(false); objectClass = ObjectClass.BRIDGE; break; } }