public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Dress(); ClearAmmo(); SupressPickupNotices = true; Inventory.Add(new Pistol(), true); //Inventory.Add( new Shotgun() ); //Inventory.Add( new SMG() ); //Inventory.Add( new Crossbow() ); GiveAmmo(AmmoType.Pistol, 100); GiveAmmo(AmmoType.Buckshot, 8); GiveAmmo(AmmoType.Crossbow, 4); SupressPickupNotices = false; Health = 100; base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Inventory.Add(new Gun(), true); Inventory.Add(new Tool()); Inventory.Add(new PhysGun()); Inventory.Add(new GravGun()); //Inventory.Add( new BoxShooter() ); //Inventory.Add( new Welder() ); //Inventory.Add( new Thruster() ); //Inventory.Add( new Wheel() ); //Inventory.Add( new Balloon() ); //Inventory.Add( new Remover() ); //Inventory.Add( new Drone() ); base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = Team == Team.Spectator ? new SpectatorController() : Team == Team.Seeker ? new SeekerController() : new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = Team != Team.Spectator; EnableDrawing = Team != Team.Spectator; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Health = 100; LifeState = LifeState.Alive; Inventory.DeleteContents(); if (Team == Team.Seeker) { Inventory.Add(new Shotgun()); Inventory.Add(new SMG()); Inventory.Add(new Pistol(), true); } Dress(); ClearAmmo(); GiveAmmo(AmmoType.Buckshot, 20); GiveAmmo(AmmoType.SMG, 200); base.Respawn(); }
public override void Respawn() { if (grenadePooler == null) { grenadePooler = new ModelEntityPooler <BalloonGrenadeEntity>(2); } //var rand = Rand.Int( 1 ); //if ( rand == 0 ) //{ SetModel("models/citizen/citizen.vmdl"); //} else //{ // Log.Info("Clown"); // SetModel( "models/citizen_clown/citizen.vmdl" ); //} Controller = new WalkControllerBP(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Dress(); SupressPickupNotices = true; if (Inventory.Count() == 0) { Inventory.Add(new Crossbow(), false); Inventory.Add(new BalloonGrenade(), true); } SupressPickupNotices = false; Health = 100; base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); // // Use WalkController for movement (you can make your own PlayerController for 100% control) // Controller = new WalkController(); // // Use StandardPlayerAnimator (you can make your own PlayerAnimator for 100% control) // Animator = new StandardPlayerAnimator(); // // Use FirstPersonCamera (you can make your own Camera for 100% control) // Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; base.Respawn(); }
/// <summary> /// Spawn the player /// </summary> public override void Respawn() { // Log.Error("[Cl] Respawn()"); SetModel("models/craft/debug/hover_debug.vmdl"); // SetModel( "models/citizen/citizen.vmdl"); // // Use WalkController for movement (you can make your own PlayerController for 100% control) // Controller = new HovercraftController(); // // Use StandardPlayerAnimator (you can make your own PlayerAnimator for 100% control) // Animator = new StandardPlayerAnimator(); // // Use ThirdPersonCamera (you can make your own Camera for 100% control) // Camera = new HovercraftCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = LastCamera; if (DevController is NoclipController) { DevController = null; } EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Dress(); Inventory.Add(new PhysGun(), true); Inventory.Add(new GravGun()); Inventory.Add(new Tool()); Inventory.Add(new Gun()); base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Animator = new StandardPlayerAnimator(); Controller = new HSController(); Camera = new HSCamera(); EnableShadowInFirstPerson = true; EnableHideInFirstPerson = true; EnableAllCollisions = true; EnableDrawing = true; base.Respawn(); collisionVolume = new ModelEntity { CollisionGroup = CollisionGroup.Trigger, Transmit = TransmitType.Never, Position = this.Position, EnableTouch = true, Parent = this, }; Vector3 collOffset = new Vector3(2, 2, 2); collisionVolume.SetupPhysicsFromAABB(PhysicsMotionType.Keyframed, this.CollisionBounds.Mins - collOffset, this.CollisionBounds.Maxs + collOffset); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); Controller = new WalkController(); Animator = new StandardPlayerAnimator(); Camera = new FirstPersonCamera(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; base.Respawn(); }
public override void Respawn() { SetModel("models/citizen/citizen.vmdl"); // If you have your own model, you can place it here instead. Animator = new StandardPlayerAnimator(); Camera = new StrafeFirstPersonCamera(); Controller = new StrafeWalkController(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; AirAcceleration = 1000f; AutoBhop = true; //Inventory.Add( new Smg(), true ); //GiveAmmo( AmmoType.Pistol, 900 ); base.Respawn(); Dress(); RemoveCollisionLayer(CollisionLayer.Solid); }
public void Reset(Vector3 pos) { Host.AssertServer(); SetModel("models/citizen/citizen.vmdl"); Controller = new PawnController(); Animator = new StandardPlayerAnimator(); EnableAllCollisions = true; EnableDrawing = true; EnableHideInFirstPerson = true; EnableShadowInFirstPerson = true; Position = pos; Tags.Add("player"); LifeState = LifeState.Alive; Velocity = Vector3.Zero; CreateHull(); ResetInterpolation(); Dress(); }
public Player() { Inventory = new Inventory(this); Animator = new StandardPlayerAnimator(); }