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- using Game.Logic;
- using Game.Logic.Phy.Object;
- using System;
- namespace Game.Logic.Actions
- {
- public class LivingShootAction : BaseAction
- {
- private Living m_living;
- private int m_tx;
- private int m_ty;
- private int m_bombId;
- private int m_force;
- private int m_angle;
- private int m_bombCount;
- private int m_minTime;
- private int m_maxTime;
- private float m_Time;
- public LivingShootAction(Living living, int bombId, int x, int y, int force, int angle, int bombCount, int minTime, int maxTime, float time, int delay) : base(delay, 1000)
- {
- this.m_living = living;
- this.m_bombId = bombId;
- this.m_tx = x;
- this.m_ty = y;
- this.m_force = force;
- this.m_angle = angle;
- this.m_bombCount = bombCount;
- this.m_bombId = bombId;
- this.m_minTime = minTime;
- this.m_maxTime = maxTime;
- this.m_Time = time;
- }
- protected override void ExecuteImp(BaseGame game, long tick)
- {
- if ((this.m_living is SimpleBoss ? true : this.m_living is SimpleNpc))
- {
- this.m_living.GetShootForceAndAngle(ref this.m_tx, ref this.m_ty, this.m_bombId, this.m_minTime, this.m_maxTime, this.m_bombCount, this.m_Time, ref this.m_force, ref this.m_angle);
- }
- if (this.m_living is Player && this.m_minTime == 1001 && this.m_maxTime == 10001)
- {
- this.m_living.GetShootForceAndAngle(ref this.m_tx, ref this.m_ty, this.m_bombId, this.m_minTime, this.m_maxTime, this.m_bombCount, this.m_Time, ref this.m_force, ref this.m_angle);
- }
- this.m_living.ShootImp(this.m_bombId, this.m_tx, this.m_ty, this.m_force, this.m_angle, this.m_bombCount, 0);
- base.Finish(tick);
- }
- }
- }
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