public override void Update(GameTime gameTime) { fireMode.Update(gameTime); if (HullDamage > 0 && (FreezeTime < 0 || StunState != Weakness)) { HullDamage -= RegenerationRate * gameTime.ElapsedGameTime.Milliseconds * 60 / 1000f; if (HullDamage < 0) { HullDamage = 0; } } base.Update(gameTime); }
public override void Update(GameTime gameTime) { if (HullDamage > 0 && (FreezeTime < 0 || StunState != Weakness)) { HullDamage -= RegenerationRate * gameTime.ElapsedGameTime.Milliseconds * 60 / 1000f; Acceleration += RegenerationRate * gameTime.ElapsedGameTime.Milliseconds * 60 / 10000f; if (HullDamage < 0) { HullDamage = 0; } } if (FreezeTime > 0 && StunState == AttackType.Blue) { Damage(gameTime.ElapsedGameTime.Milliseconds / 1000f, 10, EmpPosition - Position.get(), LastDamager, AttackType.Melee); } fireMode.Update(gameTime); base.Update(gameTime); }