public override void GatherParams(ModifierParams param) { if (!param.HasTurn) { param.Turn = this.direction; } }
public override void GatherParams(ModifierParams param) { if (!param.HasColor) { param.Color = this.color; } }
public override void GatherParams(ModifierParams param) { if (!param.HasPitch) { param.Pitch = this.direction; } }
public override void GatherParams(ModifierParams param) { if (!param.HasPlayerIndex) { param.PlayerIndex = this.playerIndex; } }
public override void GatherParams(ModifierParams param) { if (!param.HasMake) { param.Make = this.item; } }
public override void GatherParams(ModifierParams param) { if (!param.HasScoreBucket) { param.ScoreBucket = this.bucket; } }
public override void GatherParams(ModifierParams param) { if (!param.HasPronoun) { param.Pronoun = this.Pronoun; } }
public override void GatherParams(ModifierParams param) { if (!param.HasCreatableId) { param.CreatableId = CreatableId; } }
public override void GatherParams(ModifierParams param) { if (!param.HasSoundUpid) { param.SoundUpid = this.upid; } }
public override void GatherParams(ModifierParams param) { if (!param.HasItem) { param.Item = this.item; } }
public override void GatherParams(ModifierParams param) { switch (modifierType) { case ModifierType.Speed: if (param.SpeedModifier == 0.0f) { param.SpeedModifier = 1.0f; } param.SpeedModifier *= this.Multiplier; break; case ModifierType.Angle: if (param.Loft == 0.0f) { param.Loft = 1.0f; } param.Loft *= this.Multiplier; break; case ModifierType.Strength: if (param.Strength == 0.0f) { param.Strength = 1.0f; } param.Strength *= this.Multiplier; break; } }
public override void GatherParams(ModifierParams param) { if (!param.HasTaskId) { param.TaskId = this.taskid; } }
public override void GatherParams(ModifierParams param) { if (!param.HasVerb) { param.Verb = this.Verb; } }
public override void GatherParams(ModifierParams param) { // WTF? HasPoints is hard-coded to always return true. Why does it do this and what was it meant to do? if (!param.HasPoints) { param.Points = this.points; } }
public override void GatherParams(ModifierParams param) { // We don't have the actor at this point so we have no clue what the actor's // health is. Just default to 0. // TODO Microbit Not sure how to fix this. // WTF? HasPoints is hard-coded to always return true. Why does it do this and what was it meant to do? if (!param.HasPoints) { param.Points = 0; } }
public override void GatherParams(ModifierParams param) { if (!param.HasFacial) { param.Facial = this.facial; } if (!param.HasExpressEmitter) { param.ExpressEmitter = this.emitter; } }
public override void GatherParams(ModifierParams param) { /// This is unusual because the default flag, TerrainFollowing, is non-zero, /// but the optional behavior is Zero. Larger issue to be addressed later, /// but currently our flag is either exactly TerrainFollowing, in which /// case we want to set the TerrainFollowing bit, or it is None, in which /// case we want to clear the TerrainFollowing bit. if (behavior == MissileChassis.BehaviorFlags.TerrainFollowing) { param.MissileBehavior |= MissileChassis.BehaviorFlags.TerrainFollowing; } else { param.MissileBehavior &= ~MissileChassis.BehaviorFlags.TerrainFollowing; } }
public virtual void GatherParams(ModifierParams param) { }
public override void GatherParams(ModifierParams param) { }
public override void GatherParams(ModifierParams param) { param.Constraints |= this.ConstraintType; }
public override void GatherParams(ModifierParams param) { param.Direction |= this.direction; }
public override void GatherParams(ModifierParams param) { param.Reset |= this.reset; }