public FlagData(string name, uint offset, long address, FlagsType type, uint pluginLine, string tooltip) : base(name, offset, address, pluginLine, tooltip) { _type = type; CheckAllCommand = new QuickCheckCommand(this, true); UncheckAllCommand = new QuickCheckCommand(this, false); }
public Flag(Vector2 position, ContentManager Content, FlagsType type) : base(TexturesGame.LoadFlags(Content), position, Vector2.Zero, true, Direction.left, new Vector2(TexturesGame.flags[0].Width, TexturesGame.flags[0].Height), objectType.flag, 1) { origin = position; isCaptured = false; this.flagType = type; }
public Player(Vector2 persoPos, Texture2D[] persoImage, int playerNum, GraphicsDevice graphics, Weapon persoWeapon, bool revive, FlagsType team) : base(persoImage, persoPos, playerNum, persoWeapon, objectType.player, revive, 5) { this.pV = 1000; scoreKey = false; currentLevel = 0; money = 1000; this.pVMax = this.pV; this.attaque = 0.1f; this.defense = 2f; accuracy = 20; base.accelerate = 1; base.decelerate = 2; base.fall = 1f; base.jump = 20; base.vitesseMax = 10; base.fallMax = 20; newChar = true; niveau = 1; pointRestants = 10; currenTeam = team; spritePerso = 0; // isDie = false; base.accelerateInit = accelerate; base.decelerateInit = decelerate; base.fallInit = fall; base.jumpInit = jump; base.vitesseMaxInit = vitesseMax; base.fallMaxInit = fallMax; this.graphics = graphics; arm = new Arm(graphics); }
private bool EnterFlags(FlagsType type, string name, uint offset, bool visible, uint pluginLine, string tooltip) { if (visible || _showInvisibles) { _currentFlags = new FlagData(name, offset, 0, type, pluginLine, tooltip); return(true); } return(false); }