public PentAction(PentActor aActing, PentGameState aState, int x, int y, int aRotateBlockIndex, int aRotateBlockDirection) : base(aActing) { this._incomingState = aState; this._x = x; this._y = y; this._rotBlock = aRotateBlockIndex; this._rotBlockDir = aRotateBlockDirection; }
public PentGameState(PentGameState aOtherGameState, PentActor aJustActed, AbstractActor[,] aGrid) : base(aOtherGameState.PlayerAName, aOtherGameState.PlayerBName, aJustActed, aGrid) { }