public Player(Game game) : base(game) { this.game = game; StepSize = 0.5f; SkinType = game.DefaultPlayerSkinType; anim = new AnimatedComponent(game, this); shadow = new ShadowComponent(game, this); SetModel("humanoid"); }
public Player( Game game ) : base(game) { this.game = game; StepSize = 0.5f; SkinType = game.DefaultPlayerSkinType; anim = new AnimatedComponent( game, this ); shadow = new ShadowComponent( game, this ); SetModel( "humanoid" ); }
/// <summary> Calculates the next animation state based on old and new position. </summary> public void UpdateAnimState(double delta) { velTiltStrengthO = velTiltStrengthN; LocalPlayer p = game.LocalPlayer; // TODO: the Tilt code was designed for 60 ticks/second, fix it up for 20 ticks/second for (int i = 0; i < 3; i++) { AnimatedComponent.DoTilt(ref velTiltStrengthN, p.Hacks.Noclip || p.Hacks.Flying); } }
public Entity(Game game) { this.game = game; SkinType = game.DefaultPlayerSkinType; anim = new AnimatedComponent(game, this); }
public Entity(Game game) { this.game = game; anim = new AnimatedComponent(game, this); }