Пример #1
0
 public ShadowDance(float xval, float yval) : base(xval, yval)
 {
     ammo      = 8;
     _ammoType = new AT_Shadow()
     {
         range       = 1600,
         penetration = 3.5f,
     };
     this.ReadyToRunWithFrames(tex_Gun_ShadowDance);
     _flare.color      = Color.Black;
     BarrelSmoke.color = Color.Black;
     _fireRumble       = RumbleIntensity.Medium;
     _barrelOffsetTL   = new Vec2(34f, 6f);
     _fireSound        = "laserBlast";
     _fireSoundPitch   = -0.8f;
     _kickForce        = 0f;
     _holdOffset       = new Vec2(3f, 0f);
 }
Пример #2
0
 public DarkAurora(float xval, float yval) : base(xval, yval)
 {
     ammo      = 10;
     _ammoType = new AT_Shadow()
     {
         range = 400f,
     };
     this.ReadyToRunWithFrames(tex_Gun_DarkAurora);
     _flare.color       = Color.Black;
     BarrelSmoke.color  = Color.Black;
     _barrelOffsetTL    = new Vec2(28f, 4f);
     _fireRumble        = RumbleIntensity.Medium;
     _fireSound         = "laserBlast";
     _fireSoundPitch    = -0.9f;
     _kickForce         = 2f;
     _numBulletsPerFire = 8;
     _manualLoad        = true;
     _holdOffset        = new Vec2(2.5f, 0f);
 }
Пример #3
0
 public Umbra(float xval, float yval) : base(xval, yval)
 {
     ammo      = sbyte.MaxValue;
     _ammoType = new AT_Shadow()
     {
         range       = 410f,
         accuracy    = 0.9f,
         penetration = 2.5f,
     };
     this.ReadyToRun(tex_Gun_Umbra);
     _flare.color      = Color.Black;
     BarrelSmoke.color = Color.Black;
     _fireRumble       = RumbleIntensity.None;
     _barrelOffsetTL   = new Vec2(17, 5);
     _fullAuto         = false;
     _fireRumble       = RumbleIntensity.Kick;
     _fireSound        = "laserRifle";
     _fireWait         = 1.6f;
     _fireSoundPitch   = -0.6f;
 }
Пример #4
0
 public VoidPiercer(float xval, float yval) : base(xval, yval)
 {
     ammo      = 25;
     _ammoType = new AT_Shadow()
     {
         range       = 360f,
         accuracy    = 0.7f,
         penetration = 1f
     };
     this.ReadyToRun(tex_Gun_VoidPiercer);
     _barrelOffsetTL   = new Vec2(20f, 4f);
     _flare.color      = Color.Black;
     BarrelSmoke.color = Color.Black;
     _fireRumble       = RumbleIntensity.None;
     _fireSound        = "laserRifle";
     _fireWait         = 0.6f;
     _fireSoundPitch   = -0.5f;
     _kickForce        = 0.25f;
     _fullAuto         = true;
     loseAccuracy      = 0.01f;
     maxAccuracyLost   = 0.02f;
     _holdOffset       = new Vec2(-2.5f, 0.2f);
 }