// Token: 0x06002233 RID: 8755 public override void Initialize() { this._chargeSound = SFX.Get("laserCharge", 0f, 0f, 0f, false); this._chargeSoundShort = SFX.Get("laserChargeShort", 0f, 0f, 0f, false); this._unchargeSound = SFX.Get("laserUncharge", 0f, 0f, 0f, false); this._unchargeSoundShort = SFX.Get("laserUnchargeShort", 0f, 0f, 0f, false); }
public Chaindart(float xval, float yval) : base(xval, yval) { this.ammo = 100; this._ammoType = (AmmoType) new ATDart(); this._ammoType.range = 170f; this._ammoType.accuracy = 0.5f; this._type = "gun"; this._sprite = new SpriteMap("dartchain", 38, 18); this.graphic = (Sprite)this._sprite; this.center = new Vec2(14f, 9f); this.collisionOffset = new Vec2(-8f, -3f); this.collisionSize = new Vec2(24f, 10f); this._burned = new SpriteMap("dartchain_burned", 38, 18); this.graphic = (Sprite)this._sprite; this._tip = new SpriteMap("dartchain_tip", 38, 18); this._barrelOffsetTL = new Vec2(38f, 8f); this._fireSound = "pistolFire"; this._fullAuto = true; this._fireWait = 0.7f; this._kickForce = 1f; this.weight = 4f; this._spinUp = SFX.Get("chaingunSpinUp"); this._spinDown = SFX.Get("chaingunSpinDown"); this._holdOffset = new Vec2(4f, 2f); this.flammable = 0.8f; this.physicsMaterial = PhysicsMaterial.Plastic; }
public override void Initialize() { this._beamSound = SFX.Get("magnetBeam", 0.0f, looped: true); int num = 10; for (int index = 0; index < num; ++index) { this._lines.Add(new MagnaLine(0.0f, 0.0f, (Gun)this, this._ammoType.range, (float)index / (float)num)); } base.Initialize(); }
public Chaingun(float xval, float yval) : base(xval, yval) { this.ammo = 100; this._ammoType = (AmmoType) new AT9mm(); this._ammoType.range = 170f; this._ammoType.accuracy = 0.5f; this._type = "gun"; this._sprite = new SpriteMap("chaingun", 42, 28); this.graphic = (Sprite)this._sprite; this.center = new Vec2(14f, 14f); this.collisionOffset = new Vec2(-8f, -3f); this.collisionSize = new Vec2(24f, 10f); this._tip = new SpriteMap("chaingunTip", 42, 28); this._barrelOffsetTL = new Vec2(39f, 14f); this._fireSound = "pistolFire"; this._fullAuto = true; this._fireWait = 0.7f; this._kickForce = 1f; this.weight = 8f; this._spinUp = SFX.Get("chaingunSpinUp"); this._spinDown = SFX.Get("chaingunSpinDown"); this._holdOffset = new Vec2(0.0f, 2f); }