public override void Dx() { base.Dx(); if (this == _current) { _current = null; } }
public Pax4ActorWorld(String p_name, Pax4Object p_parent0) : base(p_name, p_parent0) { float scaleFactor = 11.5f / Pax4Camera._current._scale.Z; SetScale(Vector3.One * scaleFactor); _worldPosition = Vector3.Backward * -10.0f; _current = null; _actorType = EActorType._WORLD; _body.Immovable = true; if (Pax4ActorPlayerAmmoLava._scaleFactor > Pax4ActorPlayerAmmoIce._scaleFactor) { _fudgeFactor = Pax4ActorPlayerAmmoLava._scaleFactor / 1.5f; } else { _fudgeFactor = Pax4ActorPlayerAmmoIce._scaleFactor / 1.5f; } _collisionSkin.RemoveAllPrimitives(); CreatePlanePrimitive(Vector3.Backward, Vector3.Forward * _fudgeFactor, 1.0f, 0.0f, 0.0f); CreatePlanePrimitive(Vector3.Forward, Vector3.Backward * _fudgeFactor, 1.0f, 0.0f, 0.0f); _fudgeFactor = 36.0f; CreatePlanePrimitive(Vector3.Left, Vector3.Right * _fudgeFactor / (3.7f * Pax4Camera._current._scale.Z), 1.0f, 0.0f, 0.0f); CreatePlanePrimitive(Vector3.Right, Vector3.Left * _fudgeFactor / (3.7f * Pax4Camera._current._scale.Z), 1.0f, 0.0f, 0.0f); _fudgeFactor = 36.0f; CreatePlanePrimitive(Vector3.Down, Vector3.Up * _fudgeFactor / 2.2f, 0.4f, 0.5f, 0.5f); //CreatePlanePrimitive(Vector3.Up, Vector3.Down * _fudgeFactor / 1.2f, 0.4f, 0.5f, 0.5f); SetMass(_worldMass); }