Ejemplo n.º 1
0
ShipTemplateBasedObject::ShipTemplateBasedObject(float collision_range, string multiplayer_name, float multiplayer_significant_range)
: SpaceObject(collision_range, multiplayer_name, multiplayer_significant_range)
{
    setCollisionPhysics(true, true);

    shield_count = 0;
    for(int n=0; n<max_shield_count; n++)
    {
        shield_level[n] = 0.0;
        shield_max[n] = 0.0;
        shield_hit_effect[n] = 0.0;
    }
    hull_strength = hull_max = 100.0;

    registerMemberReplication(&template_name);
    registerMemberReplication(&type_name);
    registerMemberReplication(&shield_count);
    for(int n=0; n<max_shield_count; n++)
    {
        registerMemberReplication(&shield_level[n], 0.5);
        registerMemberReplication(&shield_max[n]);
        registerMemberReplication(&shield_hit_effect[n], 0.5);
    }
    registerMemberReplication(&callsign);
    registerMemberReplication(&radar_trace);

    callsign = "[" + string(getMultiplayerId()) + "]";
}
Ejemplo n.º 2
0
SpaceStation::SpaceStation()
: SpaceObject(300, "SpaceStation")
{
    setCollisionPhysics(true, true);

    shields = shields_max = 400;
    hull_strength = hull_max = 200;
    shieldHitEffect = 0.0;

    registerMemberReplication(&template_name);
    registerMemberReplication(&shields, 1.0);
    registerMemberReplication(&shields_max);
    registerMemberReplication(&shieldHitEffect, 0.5);
    registerMemberReplication(&callsign);

    comms_script_name = "comms_station.lua";
    
    callsign = "DS" + string(getMultiplayerId());
}