Inheritance: CNCMaps.Engine.Types.AbstractType
Exemplo n.º 1
0
        public override void LoadRules(IniFile.IniSection rules)
        {
            base.LoadRules(rules);

            Normalized         = rules.ReadBool("Normalized");
            Translucent        = rules.ReadBool("Translucent");
            IsTiberium         = rules.ReadBool("IsTiberium");
            IsMeteor           = rules.ReadBool("IsMeteor");
            Elasticity         = rules.ReadFloat("Elasticity", 0.8f);
            MinAngularVelocity = rules.ReadFloat("MinAngularVelocity");
            MaxAngularVelocity = rules.ReadFloat("MaxAngularVelocity", 0.174528f);
            Duration           = rules.ReadInt("Duration", 30);
            MinZVel            = rules.ReadFloat("MinZVel", 3.5f);
            MaxZVel            = rules.ReadFloat("MaxZVel", 5f);
            MaxXYVel           = rules.ReadFloat("MaxXYVel", 15f);
            Spawns             = Get <VoxelAnimation>(rules.ReadString("Spawns"));
            SpawnCount         = rules.ReadInt("SpawnCount");
            ShareBodyData      = rules.ReadBool("ShareBodyData");
            ShareTurretData    = rules.ReadBool("ShareTurretData");
            ShareBarrelData    = rules.ReadBool("ShareBarrelData");
            VoxelIndex         = rules.ReadInt("VoxelIndex");
            StartSound         = Get <Sound>(rules.ReadString("StartSound"));
            StopSound          = Get <Sound>(rules.ReadString("StopSound"));
            BounceAnim         = Get <Animation>(rules.ReadString("BounceAnim"));
            ExpireAnim         = Get <Animation>(rules.ReadString("ExpireAnim"));
            TrailerAnim        = Get <Animation>(rules.ReadString("TrailerAnim"));
            Damage             = rules.ReadInt("Damage");
            DamageRadius       = rules.ReadInt("DamageRadius");
            Warhead            = Get <WarheadType>(rules.ReadString("Warhead"));
            AttachedSystem     = Get <ParticleSystem>(rules.ReadString("AttachedSystem"));
            ShareSource        = Get <TechnoType>(rules.ReadString("ShareSource"));
        }
Exemplo n.º 2
0
		public override void LoadArt(FileFormats.IniFile.IniSection art) {
			base.LoadArt(art);
					
			Shadow = art.ReadBool("Shadow");
			Layer = art.ReadEnum("Layer", Layer.Ground);
			AltPalette = art.ReadBool("AltPalette");
			DoubleThick = art.ReadBool("DoubleThick");
			Flat = art.ReadBool("Flat");
			Flamer = art.ReadBool("Flamer");
			Normalized = art.ReadBool("Normalized");
			Translucent = art.ReadBool("Translucent");
			Scorch = art.ReadBool("Scorch");
			Crater = art.ReadBool("Crater");
			ForceBigCraters = art.ReadBool("ForceBigCraters");
			Sticky = art.ReadBool("Sticky");
			PingPong = art.ReadBool("PingPong");
			Reverse = art.ReadBool("Reverse");
			PsiWarning = art.ReadBool("PsiWarning");
			TiberiumChainReaction = art.ReadBool("TiberiumChainReaction");
			Rate = art.ReadInt("Rate", 1);
			Damage = art.ReadFloat("Damage");
			Start = art.ReadInt("Start");
			End = art.ReadInt("End");
			LoopStart = art.ReadInt("LoopStart");
			LoopEnd = art.ReadInt("LoopEnd");
			LoopCount = art.ReadInt("LoopCount");
			Next = Get<Animation>(art.ReadString("Next"));
			DetailLevel = art.ReadInt("DetailLevel");
			TranslucencyDetailLevel = art.ReadInt("TranslucencyDetailLevel");
			RandomLoopDelay = art.ReadXY("RandomLoopDelay");
			Translucency = art.ReadInt("Translucency");
			IsTiberium = art.ReadBool("IsTiberium");
			HideIfNoOre = art.ReadBool("HideIfNoOre");
			YSortAdjust = art.ReadInt("YSortAdjust");
			Elasticity = art.ReadFloat("Elasticity", 0.8f);
			MaxXYVel = art.ReadFloat("MaxXYVel", 2.71875f);
			MinZVel = art.ReadFloat("MinZVel", 2.1875f);
			MakeInfantry = art.ReadInt("MakeInfantry", -1);
			Spawns = Get<Animation>(art.ReadString("Spawns"));
			SpawnCount = art.ReadInt("SpawnCount");
			IsMeteor = art.ReadBool("IsMeteor");
			IsVeins = art.ReadBool("IsVeins");
			TiberiumSpreadRadius = art.ReadInt("TiberiumSpreadRadius");
			TiberiumSpawnType = Get<OverlayType>(art.ReadString("TiberiumSpawnType"));
			IsAnimatedTiberium = art.ReadBool("IsAnimatedTiberium");
			ShouldFogRemove = art.ReadBool("ShouldFogRemove", true);
			IsFlamingGuy = art.ReadBool("IsFlamingGuy");
			RunningFrames = art.ReadInt("RunningFrames");
			YDrawOffset = art.ReadInt("YDrawOffset");
			ZAdjust = art.ReadInt("ZAdjust");
			StartSound = Get<Sound>(art.ReadString("StartSound"));
			Report = Get<Sound>(art.ReadString("Report"));
			StopSound = Get<Sound>(art.ReadString("StopSound"));
			BounceAnim = Get<Animation>(art.ReadString("BounceAnim"));
			ExpireAnim = Get<Animation>(art.ReadString("ExpireAnim"));
			TrailerAnim = Get<Animation>(art.ReadString("TrailerAnim"));
			TrailerSeperation = art.ReadInt("TrailerSeperation", 0);
			DamageRadius = art.ReadInt("DamageRadius", 0);
			Warhead = Get<WarheadType>(art.ReadString("Warhead"));
			Bouncer = art.ReadBool("Bouncer");
			Tiled = art.ReadBool("Tiled");
			ShouldUseCellDrawer = art.ReadBool("ShouldUseCellDrawer", true);
			UseNormalLight = art.ReadBool("UseNormalLight");
			SpawnsParticle =Get<ParticleType>(art.ReadString("SpawnsParticle"));
			NumParticles = art.ReadInt("NumParticles");
			RandomRate = art.ReadXY("RandomRate");
		}
Exemplo n.º 3
0
        public override void LoadArt(FileFormats.IniFile.IniSection art)
        {
            base.LoadArt(art);

            Shadow                = art.ReadBool("Shadow");
            Layer                 = art.ReadEnum("Layer", Layer.Ground);
            AltPalette            = art.ReadBool("AltPalette");
            DoubleThick           = art.ReadBool("DoubleThick");
            Flat                  = art.ReadBool("Flat");
            Flamer                = art.ReadBool("Flamer");
            Normalized            = art.ReadBool("Normalized");
            Translucent           = art.ReadBool("Translucent");
            Scorch                = art.ReadBool("Scorch");
            Crater                = art.ReadBool("Crater");
            ForceBigCraters       = art.ReadBool("ForceBigCraters");
            Sticky                = art.ReadBool("Sticky");
            PingPong              = art.ReadBool("PingPong");
            Reverse               = art.ReadBool("Reverse");
            PsiWarning            = art.ReadBool("PsiWarning");
            TiberiumChainReaction = art.ReadBool("TiberiumChainReaction");
            Rate                  = art.ReadInt("Rate", 1);
            Damage                = art.ReadFloat("Damage");
            Start                 = art.ReadInt("Start");
            End                     = art.ReadInt("End");
            LoopStart               = art.ReadInt("LoopStart");
            LoopEnd                 = art.ReadInt("LoopEnd");
            LoopCount               = art.ReadInt("LoopCount");
            Next                    = Get <Animation>(art.ReadString("Next"));
            DetailLevel             = art.ReadInt("DetailLevel");
            TranslucencyDetailLevel = art.ReadInt("TranslucencyDetailLevel");
            RandomLoopDelay         = art.ReadXY("RandomLoopDelay");
            Translucency            = art.ReadInt("Translucency");
            IsTiberium              = art.ReadBool("IsTiberium");
            HideIfNoOre             = art.ReadBool("HideIfNoOre");
            YSortAdjust             = art.ReadInt("YSortAdjust");
            Elasticity              = art.ReadFloat("Elasticity", 0.8f);
            MaxXYVel                = art.ReadFloat("MaxXYVel", 2.71875f);
            MinZVel                 = art.ReadFloat("MinZVel", 2.1875f);
            MakeInfantry            = art.ReadInt("MakeInfantry", -1);
            Spawns                  = Get <Animation>(art.ReadString("Spawns"));
            SpawnCount              = art.ReadInt("SpawnCount");
            IsMeteor                = art.ReadBool("IsMeteor");
            IsVeins                 = art.ReadBool("IsVeins");
            TiberiumSpreadRadius    = art.ReadInt("TiberiumSpreadRadius");
            TiberiumSpawnType       = Get <OverlayType>(art.ReadString("TiberiumSpawnType"));
            IsAnimatedTiberium      = art.ReadBool("IsAnimatedTiberium");
            ShouldFogRemove         = art.ReadBool("ShouldFogRemove", true);
            IsFlamingGuy            = art.ReadBool("IsFlamingGuy");
            RunningFrames           = art.ReadInt("RunningFrames");
            YDrawOffset             = art.ReadInt("YDrawOffset");
            ZAdjust                 = art.ReadInt("ZAdjust");
            StartSound              = Get <Sound>(art.ReadString("StartSound"));
            Report                  = Get <Sound>(art.ReadString("Report"));
            StopSound               = Get <Sound>(art.ReadString("StopSound"));
            BounceAnim              = Get <Animation>(art.ReadString("BounceAnim"));
            ExpireAnim              = Get <Animation>(art.ReadString("ExpireAnim"));
            TrailerAnim             = Get <Animation>(art.ReadString("TrailerAnim"));
            TrailerSeperation       = art.ReadInt("TrailerSeperation", 0);
            DamageRadius            = art.ReadInt("DamageRadius", 0);
            Warhead                 = Get <WarheadType>(art.ReadString("Warhead"));
            Bouncer                 = art.ReadBool("Bouncer");
            Tiled                   = art.ReadBool("Tiled");
            ShouldUseCellDrawer     = art.ReadBool("ShouldUseCellDrawer", true);
            UseNormalLight          = art.ReadBool("UseNormalLight");
            SpawnsParticle          = Get <ParticleType>(art.ReadString("SpawnsParticle"));
            NumParticles            = art.ReadInt("NumParticles");
            RandomRate              = art.ReadXY("RandomRate");
        }