void Spawn(Unit *U, PathList *PL) { Path *tempPath; tempPath = PathPeek(UnitPosition(U),PL); attron(COLOR_PAIR(UnitID(U)-96)); if (UnitSpeed(U)) { mvprintw(STARTY+PathY(tempPath),STARTX+PathX(tempPath)*MAPSCALE+2,"%d",UnitHealth(U)); } else { mvprintw(STARTY+PathY(tempPath),STARTX+PathX(tempPath)*MAPSCALE,"%d",UnitHealth(U)); } attroff(COLOR_PAIR(UnitID(U)-96)); }
Unit::Unit(void) { gMoveState = Stand; gWeaponState = Hold; gHealth = UnitHealth(10.0f, 10.0f); gCurrentWeapon = NULL; gPrimaryWeapon = NULL; gSecondaryWeapon= NULL; gWalkSpeed = 1.0f; gRunSpeed = 1.0f; gMultipliers[0] = 1.0f; gMultipliers[1] = 1.0f; gMultipliers[2] = 1.0f; gDeathSound = ""; }