SpawnTDS.FormationType ft_trench() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.L4_Trench; return ft; }
//Vertical Line SpawnTDS.FormationType ft_vl(int num) { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.VerticalLine; ft.height = num; return ft; }
SpawnTDS.FormationType ft_missileRun() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.L4_MissileRun; return ft; }
/*Hacks for music*/ SpawnTDS.FormationType ft_space() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.L4_Space; return ft; }
/** SpawnTDS.SpawnTDS.FormationType Horizontal Line */ SpawnTDS.FormationType ft_hl(int num) { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.HorizontalLine; ft.width = num; return ft; }
/** Helpers so you don't have to W(new BlaType1(), new BlaType2() ....) */ /** Look ahead at enemy capital ship */ SpawnTDS.FormationType ft_lookat_cap(float transitionInTime, float ponderTime, float transitionOutTime, float distancefromplayer) { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.args = new float[] { transitionInTime, ponderTime, transitionOutTime, distancefromplayer}; ft.type = SpawnTDS.FormationType.T.L4_Lookat_Cap; return ft; }
SpawnTDS.FormationType ft_finale() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.L4_Finale; return ft; }
//Grid SpawnTDS.FormationType ft_gd(int width, int height) { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.Grid; ft.width = width; ft.height = height; return ft; }
SpawnTDS.FormationType ft_endMusic() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.L4_Fade_Out; return ft; }
/** Hack: Formationtype elite pass*/ SpawnTDS.FormationType ft_ep() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.ElitePass; return ft; }
/** Hack: Elite comes and stays for final battle */ SpawnTDS.FormationType ft_ef() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.EliteBattle; return ft; }
/** Hack: Formationtype elite hide and shoot in back row*/ SpawnTDS.FormationType ft_eb() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.EliteStayBack; return ft; }
SpawnTDS.FormationType ft_ag() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.AsteroidGameplay; return ft; }
SpawnTDS.FormationType ft_ac2() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.AsteroidCinematic2; return ft; }
SpawnTDS.FormationType ft_at() { SpawnTDS.FormationType ft = new SpawnTDS.FormationType(); ft.type = SpawnTDS.FormationType.T.AsteroidTutorial; return ft; }