public override bool BulletHit( ProjectileObject Proj, TankObject Requestor ) { if ( Requestor == Owner ) { Proj.Turn( 180 ); return false; } else { Requestor.IsInGame = false; return true; } }
public override bool BulletHit( ProjectileObject Proj, TankObject Requestor ) { if ( Requestor == Owner ) { didHit = true; if ( Proj is BasicBullet ) { Proj.Turn( 180 ); Proj.Position = GameTools.ReturnMove( 10, Proj.Angle, Proj.Position ); } else { return true; } return false; } else { Requestor.IsInGame = false; return true; } }
public override bool BulletHit( ProjectileObject Proj, TankObject Requestor ) { return Requestor != Owner; }
public virtual bool BulletHit( ProjectileObject Proj, TankObject Requestor ) { Requestor.IsInGame = false; return true; }
public bool BulletHit( ProjectileObject Proj ) { //return false; if ( powerUp != null ) { return powerUp.BulletHit( Proj, this ); } else { IsInGame = false; return true; } }