protected Character(FightEngine engine) : base(engine) { m_statetype = StateType.Standing; m_playercontrol = PlayerControl.InControl; m_movetype = MoveType.Idle; m_physics = Physics.Standing; m_life = 0; Id = Engine.GenerateCharacterId(); DrawOffset = new Vector2(0, 0); PositionFreeze = false; RoundsExisted = 0; m_bind = new CharacterBind(this); m_assertions = new CharacterAssertions(); JugglePoints = 0; m_variables = new CharacterVariables(); m_clipboard = new StringBuilder(); m_currentinput = PlayerButton.None; PushFlag = false; DrawScale = Vector2.One; m_offensiveinfo = new OffensiveInfo(this); m_defensiveinfo = new DefensiveInfo(this); m_updatedanimation = false; m_explods = new Dictionary <int, List <Explod> >(); }
protected Character(FightEngine engine) : base(engine) { m_statetype = StateType.Standing; m_playercontrol = PlayerControl.InControl; m_movetype = MoveType.Idle; m_physics = Physics.Standing; m_life = 0; m_id = Engine.GenerateCharacterId(); m_drawoffset = new Vector2(0, 0); m_positionfreeze = false; m_roundsexisted = 0; m_bind = new CharacterBind(this); m_assertions = new CharacterAssertions(); m_jugglepoints = 0; m_variables = new CharacterVariables(); m_clipboard = new StringBuilder(); m_currentinput = PlayerButton.None; m_pushflag = false; m_drawscale = Vector2.One; m_offensiveinfo = new OffensiveInfo(this); m_defensiveinfo = new DefensiveInfo(this); m_updatedanimation = false; m_explods = new Dictionary<Int32, List<Explod>>(); }