Esempio n. 1
0
 // Token: 0x06002233 RID: 8755
 public override void Initialize()
 {
     this._chargeSound        = SFX.Get("laserCharge", 0f, 0f, 0f, false);
     this._chargeSoundShort   = SFX.Get("laserChargeShort", 0f, 0f, 0f, false);
     this._unchargeSound      = SFX.Get("laserUncharge", 0f, 0f, 0f, false);
     this._unchargeSoundShort = SFX.Get("laserUnchargeShort", 0f, 0f, 0f, false);
 }
Esempio n. 2
0
 public Chaindart(float xval, float yval)
     : base(xval, yval)
 {
     this.ammo               = 100;
     this._ammoType          = (AmmoType) new ATDart();
     this._ammoType.range    = 170f;
     this._ammoType.accuracy = 0.5f;
     this._type              = "gun";
     this._sprite            = new SpriteMap("dartchain", 38, 18);
     this.graphic            = (Sprite)this._sprite;
     this.center             = new Vec2(14f, 9f);
     this.collisionOffset    = new Vec2(-8f, -3f);
     this.collisionSize      = new Vec2(24f, 10f);
     this._burned            = new SpriteMap("dartchain_burned", 38, 18);
     this.graphic            = (Sprite)this._sprite;
     this._tip               = new SpriteMap("dartchain_tip", 38, 18);
     this._barrelOffsetTL    = new Vec2(38f, 8f);
     this._fireSound         = "pistolFire";
     this._fullAuto          = true;
     this._fireWait          = 0.7f;
     this._kickForce         = 1f;
     this.weight             = 4f;
     this._spinUp            = SFX.Get("chaingunSpinUp");
     this._spinDown          = SFX.Get("chaingunSpinDown");
     this._holdOffset        = new Vec2(4f, 2f);
     this.flammable          = 0.8f;
     this.physicsMaterial    = PhysicsMaterial.Plastic;
 }
Esempio n. 3
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        public override void Initialize()
        {
            this._beamSound = SFX.Get("magnetBeam", 0.0f, looped: true);
            int num = 10;

            for (int index = 0; index < num; ++index)
            {
                this._lines.Add(new MagnaLine(0.0f, 0.0f, (Gun)this, this._ammoType.range, (float)index / (float)num));
            }
            base.Initialize();
        }
 public Chaingun(float xval, float yval)
     : base(xval, yval)
 {
     this.ammo               = 100;
     this._ammoType          = (AmmoType) new AT9mm();
     this._ammoType.range    = 170f;
     this._ammoType.accuracy = 0.5f;
     this._type              = "gun";
     this._sprite            = new SpriteMap("chaingun", 42, 28);
     this.graphic            = (Sprite)this._sprite;
     this.center             = new Vec2(14f, 14f);
     this.collisionOffset    = new Vec2(-8f, -3f);
     this.collisionSize      = new Vec2(24f, 10f);
     this._tip               = new SpriteMap("chaingunTip", 42, 28);
     this._barrelOffsetTL    = new Vec2(39f, 14f);
     this._fireSound         = "pistolFire";
     this._fullAuto          = true;
     this._fireWait          = 0.7f;
     this._kickForce         = 1f;
     this.weight             = 8f;
     this._spinUp            = SFX.Get("chaingunSpinUp");
     this._spinDown          = SFX.Get("chaingunSpinDown");
     this._holdOffset        = new Vec2(0.0f, 2f);
 }