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Oct 22nd, 2012
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Delphi 2.08 KB | None | 0 0
  1. //DefaultAttacks.dll; Attack; 0
  2. //String of statically aimed bullets shot from enemy's center
  3.   PAttackData (Attack.Data).i := Dict.GetInteger ('Count', 1); //Number of bullets
  4.   PAttackData (Attack.Data).Velocity := Dict.GetFloat ('Velocity', 100); //Velocity of each bullet
  5.   PAttackData (Attack.Data).Pause := Dict.GetFloat ('Pause', 0.1); //Pause between single bullets
  6.   PAttackData (Attack.Data).BulletSpritePath := Dict.GetString ('BulletSpritePath', '\Attacks\DotBullet.png'); //Here...
  7.   PAttackData (Attack.Data).BulletSpriteName := Dict.GetString ('BulletSpriteName', 'White'); //...and here is definition of "frame", you can interpret it as certain animation
  8.   PAttackData (Attack.Data).BulletMinLifetime := Dict.GetFloat ('BulletMinLifetime', 0); //Minimum lifetime of bullet. Usually it cannot be removed until that time will expire. Though, I'm going to change the meaning of that value.
  9.   PAttackData (Attack.Data).BulletMaxLifetime := Dict.GetFloat ('BulletMaxLifetime', 1); //Maximum lifetime. Usually bullet cannot live longer than that time.
  10.   PAttackData (Attack.Data).BulletHitboxExtent := Dict.GetFloat ('BulletHitboxExtent', 5); //Radius of bullet's hitbox. Assume that player's one is a dot, not circle.
  11.   PAttackData (Attack.Data).BulletLockdownTime := Dict.GetFloat ('BulletLockdownTime', 0.1); //Did you see "extra life time"? When player is hit, it becomes uncontrollable on certain time, that is defined here. Also, while player is locked, "extra time" is draining.
  12.   Attack.DefaultBulletCount := Dict.GetInteger ('DefaultBulletCount', PAttackData (Attack.Data).i); //Internal value. You shouldn't alter it.
  13.   Attack.BulletCountIncrease := Dict.GetInteger ('BulletCountIncrease', 1); //That too.
  14.   Attack.Lifetime := - Dict.GetFloat ('MinLifeTime', 0.1); //Minimum lifetime of whole attack. Shouldn't be set to 0, because in that case it can be removed due to emptyness before any bullet is created.
  15.   Attack.MaxLifeTime := Dict.GetFloat ('MaxLifeTime', Infinity); //Maxmum lifetime of whole attack. As bullet's one; though, attack destroying will cause all its bullets to destroy as well.
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