/// <summary> /// If the player was dead last round, give them default weapons specific /// to their team /// </summary> public void ResetWeapons() { switch (CurrentTeam) { case ServerClientInterface.Team.CounterTerrorist: SecondaryWeapon = new ClientWeapon(WeaponData.Weapon.Usp, this, Assets); break; case ServerClientInterface.Team.Terrorist: SecondaryWeapon = new ClientWeapon(WeaponData.Weapon.Glock, this, Assets); break; } PrimaryWeapon = new ClientWeapon(WeaponData.Weapon.None, this, Assets); Knife = new ClientWeapon(WeaponData.Weapon.Knife, this, Assets); CurrentWeapon = Knife; }
private float rotation; // Rotation of the player /// <summary> /// Creates a client-side version of the player class /// </summary> /// <param name="username"></param> /// <param name="identifier"></param> /// <param name="assets"></param> public ClientPlayer(string username, short identifier, Assets assets) : base(assets) { UserName = username; Identifier = identifier; CurrentTeam = ServerClientInterface.Team.Spectator; State = ServerClientInterface.PlayerState.Dead; Health = 100; Armor = 0; PrimaryWeapon = new ClientWeapon(WeaponData.Weapon.None, this, assets); SecondaryWeapon = new ClientWeapon(WeaponData.Weapon.None, this, assets); Knife = new ClientWeapon(WeaponData.Weapon.Knife, this, assets); CurrentWeapon = Knife; Shot = new RayCast(); debrisEmitter = new ParticleEmitter(Particle.ParticleTypes.Debris); }
/// <summary> /// Used by the server /// </summary> /// <param name="weapon"></param> public void SetCurrentWeapon(WeaponData.Weapon weapon) { CurrentWeapon = new ClientWeapon(weapon, this, Assets); }