public cCritterWank(cGame pownergame) : base(pownergame) { //Sets the sprite Sprite = new cSpriteQuake(ModelsMD2.Wank); WrapFlag = cCritter.CLAMP; //Prevent from going through walls MaxSpeed = cGame3D.MAXPLAYERSPEED; //sets max speed AbsorberFlag = true; //Keep from being buffered out addForce(new cForceGravity(50.0f)); //gravity AttitudeToMotionLock = false; //First param determines direction facing (forward/backward) Attitude = new cMatrix3(new cVector3(0.0f, 0.0f, 1.0f), new cVector3(1.0f, 0.0f, 0.0f), new cVector3(0.0f, 1.0f, 0.0f), Position); Sprite.setstate(State.Other, stateBegF, stateEndF, StateType.Repeat); }
public cCritter3DCharacterEnemy(cGame pownergame) : base(pownergame) { Sprite = new cSpriteQuake(ModelsMD2.Enemy); Sprite.setstate(State.Other, begf, endf, StateType.Repeat); WrapFlag = cCritter.CLAMP; //Prevents boss from going through walls Armed = false; //Allows the character to use bullets MaxSpeed = cGame3D.MAXPLAYERSPEED - 15.0f; //sets max speed AbsorberFlag = true; //Keeps boss from being buffered out addForce(new cForceGravity(50.0f)); //gravity AttitudeToMotionLock = false; Attitude = new cMatrix3(new cVector3(0.0f, 0.0f, 1.0f), new cVector3(1.0f, 0.0f, 0.0f), new cVector3(0.0f, 1.0f, 0.0f), Position); addForce(new cForceObjectSeek(Player, 3.0f)); AimToAttitudeLock = true; //aims in the direction of the attitude }