//public override void Init(StringBuilder hudLabelText, MyLargeShip parentObject, // Vector3 position, Vector3 forwardVector, Vector3 upVector, // MyMwcObjectBuilder_LargeShip_Weapon objectBuilder) public override void Init(StringBuilder hudLabelText, MyEntity parentObject, Vector3 position, Vector3 forwardVector, Vector3 upVector, MyMwcObjectBuilder_Base objectBuilder) { base.Init(hudLabelText, MyModelsEnum.LargeShipMachineGunBase, MyMaterialType.METAL, parentObject, position, forwardVector, upVector, objectBuilder, MyModelsEnum.LargeShipMachineGunBase_COL); Matrix barrelMatrix = ModelLod0 != null ? MyMath.NormalizeMatrix(ModelLod0.Dummies["axis"].Matrix) : Matrix.Identity; MyLargeShipMachineBarrel barrel = new MyLargeShipMachineBarrel(); barrel.Init(hudLabelText, barrelMatrix, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Machine_Gun_High_Speed, this); MountBarrel(barrel); // User settings: m_predictionIntervalConst_ms = 250; m_checkTargetIntervalConst_ms = 150; m_randomStandbyChangeConst_ms = 3000; m_shootingSound = MySoundCuesEnum.WepMachineGunHighFire3d; m_shootingSoundRelease = MySoundCuesEnum.WepMachineGunHighRel3d; }
//public override void Init(StringBuilder hudLabelText, MyLargeShip parentObject, // Vector3 position, Vector3 forwardVector, Vector3 upVector, // MyMwcObjectBuilder_LargeShip_Weapon objectBuilder) public override void Init(StringBuilder hudLabelText, MyEntity parentObject, Vector3 position, Vector3 forwardVector, Vector3 upVector, MyMwcObjectBuilder_Base objectBuilder) { base.Init(hudLabelText, MyModelsEnum.LargeShipMachineGunBase, MyMaterialType.METAL, parentObject, position, forwardVector, upVector, objectBuilder, MyModelsEnum.LargeShipMachineGunBase_COL); Matrix barrelMatrix = ModelLod0 != null ? MyMath.NormalizeMatrix(ModelLod0.Dummies["axis"].Matrix) : Matrix.Identity; MyLargeShipMachineBarrel barrel = new MyLargeShipMachineBarrel(); barrel.Init(hudLabelText, barrelMatrix, MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Machine_Gun_High_Speed, this); MountBarrel(barrel); // User settings: m_predictionIntervalConst_ms = 250; m_checkTargetIntervalConst_ms = 150; m_randomStandbyChangeConst_ms = 3000; m_shootingSound = MySoundCuesEnum.WepMachineGunHighFire3d; m_shootingSoundRelease = MySoundCuesEnum.WepMachineGunHighRel3d; }