public override void Accepted(CharacterEntity character, Seat seat) { base.Accepted(character, seat); // TODO: Track players entering/exiting view! FlagEntityPacketOut fepo = new FlagEntityPacketOut(this, EntityFlag.HELO_TILT_MOD, TiltMod); TheRegion.SendToVisible(lPos, fepo); }
public VehicleEntity(string vehicle, Region tregion) : base("vehicles/" + vehicle + "_base", tregion) { vehName = vehicle; SetMass(1500); DriverSeat = new Seat(this, Location.UnitZ * 2); Seats = new List<Seat>(); Seats.Add(DriverSeat); }
public override void Accepted(CharacterEntity character, Seat seat) { base.Accepted(character, seat); character.Desolidify(); }
public override void SeatKicked(CharacterEntity character, Seat seat) { base.SeatKicked(character, seat); character.Solidify(); }
public virtual void SeatKicked(CharacterEntity character, Seat seat) { LoseControlOfVehiclePacketOut gcovpo = new LoseControlOfVehiclePacketOut(character, this); TheRegion.SendToVisible(lPos, gcovpo); }
public virtual void Accepted(CharacterEntity character, Seat seat) { GainControlOfVehiclePacketOut gcovpo = new GainControlOfVehiclePacketOut(character, this); TheRegion.SendToVisible(lPos, gcovpo); }
public virtual void Accepted(CharacterEntity character, Seat seat) { GainControlOfVehiclePacketOut gcovpo = new GainControlOfVehiclePacketOut(character, this); TheRegion.SendToVisible(lPos, gcovpo); // TODO: handle players coming into/out-of view of the vehicle + driver! }