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); }
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); }
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; }
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); }