public EnableFireworkPhysics ( |
||
player | ||
announce | bool | |
return | void |
public static void LoadOtherSettings(XElement el, World world) { XAttribute temp; if ((temp = el.Attribute("sandPhysics")) != null) { bool isPhy; if (bool.TryParse(temp.Value, out isPhy)) { world.EnableSandPhysics(Player.Console, false); } } if ((temp = el.Attribute("fireworkPhysics")) != null) { bool isPhy; if (bool.TryParse(temp.Value, out isPhy)) { world.EnableFireworkPhysics(Player.Console, false); } } if ((temp = el.Attribute("gunPhysics")) != null) { bool isPhy; if (bool.TryParse(temp.Value, out isPhy)) { world.EnableGunPhysics(Player.Console, false); } } }
public static void LoadOtherSettings(XElement el, World world) { XAttribute temp; if ((temp = el.Attribute("sandPhysics")) != null) { bool isPhy; if (bool.TryParse(temp.Value, out isPhy)) { world.EnableSandPhysics(Player.Console, false); } } if ((temp = el.Attribute("fireworkPhysics")) != null) { bool isPhy; if (bool.TryParse(temp.Value, out isPhy)) { world.EnableFireworkPhysics(Player.Console, false); } } if ((temp = el.Attribute("gunPhysics")) != null) { bool isPhy; if (bool.TryParse(temp.Value, out isPhy)) { world.EnableGunPhysics(Player.Console, false); } } }