public RayEmitter() { Rays = new RayCast[1024]; for (int i = 0; i < Rays.Length; i++) { Rays[i] = new RayCast(); } rectVerticie = new Vector2[Rays.Length]; }
private float rotation; // Rotation of the player /// <summary> /// Creates a client-side version of the player class /// </summary> /// <param name="username"></param> /// <param name="identifier"></param> /// <param name="assets"></param> public ClientPlayer(string username, short identifier, Assets assets) : base(assets) { UserName = username; Identifier = identifier; CurrentTeam = ServerClientInterface.Team.Spectator; State = ServerClientInterface.PlayerState.Dead; Health = 100; Armor = 0; PrimaryWeapon = new ClientWeapon(WeaponData.Weapon.None, this, assets); SecondaryWeapon = new ClientWeapon(WeaponData.Weapon.None, this, assets); Knife = new ClientWeapon(WeaponData.Weapon.Knife, this, assets); CurrentWeapon = Knife; Shot = new RayCast(); debrisEmitter = new ParticleEmitter(Particle.ParticleTypes.Debris); }