public MySmallMissileLauncher() { m_gunBase = new MyGunBase(); m_soundEmitter = new MyEntity3DSoundEmitter(this, true); m_useConveyorSystem.Value = true; SyncType.Append(m_gunBase); }
public MySmallGatlingGun() { #if XB1 // XB1_SYNC_NOREFLECTION m_useConveyorSystem = SyncType.CreateAndAddProp <bool>(); #endif // XB1 CreateTerminalControls(); m_rotationAngle = MyUtils.GetRandomRadian(); m_lastTimeShoot = MyConstants.FAREST_TIME_IN_PAST; m_smokeLastTime = MyConstants.FAREST_TIME_IN_PAST; m_smokesToGenerate = 0; m_cannonMotorEndPlayed = true; m_rotationTimeout = (float)MyGatlingConstants.ROTATION_TIMEOUT + MyUtils.GetRandomFloat(-500, +500); m_soundEmitter = new MyEntity3DSoundEmitter(this, true); #if XB1// XB1_SYNC_NOREFLECTION m_gunBase = new MyGunBase(SyncType); #else // !XB1 m_gunBase = new MyGunBase(); #endif // !XB1 NeedsUpdate |= MyEntityUpdateEnum.EACH_FRAME | MyEntityUpdateEnum.EACH_10TH_FRAME; Render.NeedsDrawFromParent = true; Render = new MyRenderComponentSmallGatlingGun(); AddDebugRenderComponent(new MyDebugRenderComponentSmallGatlingGun(this)); #if !XB1 // !XB1_SYNC_NOREFLECTION SyncType.Append(m_gunBase); #endif // !XB1 }
public MyAutomaticRifleGun() { NeedsUpdate = MyEntityUpdateEnum.EACH_FRAME; Render.NeedsDraw = true; m_gunBase = new MyGunBase(); m_soundEmitter = new MyEntity3DSoundEmitter(this); (PositionComp as MyPositionComponent).WorldPositionChanged = WorldPositionChanged; this.Render = new MyRenderComponentAutomaticRifle(); SyncType = SyncHelpers.Compose(this); SyncType.Append(m_gunBase); }
public MyAutomaticRifleGun() { NeedsUpdate = MyEntityUpdateEnum.EACH_FRAME; Render.NeedsDraw = true; #if XB1 // XB1_SYNC_NOREFLECTION SyncType = new SyncType(new List <SyncBase>()); m_gunBase = new MyGunBase(SyncType); #else // !XB1 m_gunBase = new MyGunBase(); #endif // !XB1 m_soundEmitter = new MyEntity3DSoundEmitter(this); (PositionComp as MyPositionComponent).WorldPositionChanged = WorldPositionChanged; this.Render = new MyRenderComponentAutomaticRifle(); #if !XB1 // !XB1_SYNC_NOREFLECTION SyncType = SyncHelpers.Compose(this); SyncType.Append(m_gunBase); #endif // !XB1 }
public MySmallMissileLauncher() { #if XB1 // XB1_SYNC_NOREFLECTION m_useConveyorSystem = SyncType.CreateAndAddProp <bool>(); #endif // XB1 CreateTerminalControls(); #if XB1 // XB1_SYNC_NOREFLECTION m_gunBase = new MyGunBase(SyncType); #else // !XB1 m_gunBase = new MyGunBase(); #endif // !XB1 m_soundEmitter = new MyEntity3DSoundEmitter(this, true); m_useConveyorSystem.Value = true; #if !XB1 // !XB1_SYNC_NOREFLECTION SyncType.Append(m_gunBase); #endif // !XB1 }
public MySmallGatlingGun() { m_rotationAngle = MyUtils.GetRandomRadian(); m_lastTimeShoot = MyConstants.FAREST_TIME_IN_PAST; m_smokeLastTime = MyConstants.FAREST_TIME_IN_PAST; m_smokesToGenerate = 0; m_cannonMotorEndPlayed = true; m_rotationTimeout = (float)MyGatlingConstants.ROTATION_TIMEOUT + MyUtils.GetRandomFloat(-500, +500); m_soundEmitter = new MyEntity3DSoundEmitter(this); m_gunBase = new MyGunBase(); NeedsUpdate |= MyEntityUpdateEnum.EACH_FRAME | MyEntityUpdateEnum.EACH_10TH_FRAME; Render.NeedsDrawFromParent = true; Render = new MyRenderComponentSmallGatlingGun(); AddDebugRenderComponent(new MyDebugRenderComponentSmallGatlingGun(this)); SyncType.Append(m_gunBase); }