예제 #1
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/**
 * \brief Constructor.
 */
rp::pause_game::pause_game()
: m_layer_name( RP_PAUSE_LAYER_DEFAULT_TARGET_NAME )
{
  set_phantom( true );
  set_can_move_items( false );
  set_artificial( true );
} // rp::pause_game::pause_game()
예제 #2
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/**
 * \brief Constructor.
 */
bear::forced_movement_toggle::forced_movement_toggle()
  : m_apply_to_activator(false)
{
  set_phantom(true);
  set_can_move_items(false);
  set_artificial(true);
} // forced_movement_toggle::forced_movement_toggle()
예제 #3
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/**
 * \brief Constructor.
 */
bear::explosion_effect_item::explosion_effect_item()
  : m_force(0), m_dust_count(100), m_splinter_count(10)
{
  set_phantom(true);
  set_can_move_items(false);
  set_artificial(true);
} // explosion_effect_item::explosion_effect_item()
/**
 * \brief Contructor.
 */
ptb::save_player_position::save_player_position()
  : m_player_index(1), m_activated(false), m_collision(false), m_ready(true),
    m_can_be_reactivated(false)
{
  set_can_move_items(false);
  set_phantom(true);
} // save_player_position::save_player_position()
예제 #5
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/**
 * \brief Constructor.
 */
bear::decorative_item::decorative_item()
  : m_kill_when_finished(false),  m_kill_on_contact(false),
  m_stop_on_bottom_contact(false), m_kill_when_leaving(false),
  m_shadow_x(0), m_shadow_y(0)
{
  set_phantom(true);
  set_can_move_items(false);
  set_artificial(true);
} // decorative_item::decorative_item()
예제 #6
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/**
 * \brief Contructor.
 */
ptb::power_effect::power_effect()
: m_air(NULL), m_fire(NULL), m_water(NULL)
{
  set_phantom(true);
  set_can_move_items(false);
  set_artificial(true);

  set_mass(1);

} // power_effect::power_effect()
/**
 * \brief Constructor.
 */
ptb::hideout_revealing::hideout_revealing()
  : m_player_in_zone(false), m_definitive_disclosure(false),
    m_revealing_opacity(0), m_hideout_opacity(1),
    m_current_revealed(false), m_last_revealed(false),
    m_hideout_found(false), m_revelation_duration(0.25),
    m_last_modification(0)
{
  set_phantom(true);
  set_can_move_items(false);
} // hideout_revealing::hideout_revealing()
예제 #8
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파일: tnt.cpp 프로젝트: fcjailybo/asgp
/**
 * \brief Function called when the tnt exploses.
 * \param give_score Indicates if we give score.
 */
void rp::tnt::explose(bool give_score)
{ 
  if ( ! m_explosed  )
    {
      set_transportability(false);
      kill_interactive_item();

      if ( give_score ) 
        util::create_floating_score(*this,500);
      
      set_can_move_items(false);
      m_explosed = true;
      start_model_action("explose");
      set_mass(std::numeric_limits<double>::infinity());
      
      create_explosion(3,0); 
    }
} // tnt::explose()
/**
 * \brief Contructor.
 */
ptb::corrupting_bonus_attractor::corrupting_bonus_attractor()
{
  set_phantom(true);
  set_can_move_items(false);
  set_size(600, 600);
} // corrupting_bonus_attractor::corrupting_bonus_attractor()
예제 #10
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/**
 * \brief Constructor.
 */
rp::level_exit::level_exit()
{
  set_phantom(true);
  set_can_move_items(false);
} // level_exit::level_exit()
예제 #11
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/**
 * \brief Constructor.
 */
tunnel::passive_enemy::passive_enemy()
  : m_right_side_type(inactive_type), m_left_side_type(inactive_type),
    m_top_side_type(inactive_type), m_bottom_side_type(inactive_type)
{
  set_can_move_items(true);
} // passive_enemy::passive_enemy()
예제 #12
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/**
 * \brief Contructor.
 * \param amount The amount of corruption passed to the boss.
 */
ptb::corrupting_item::corrupting_item( double amount )
  : m_amount(amount)
{
  set_can_move_items(false);
  set_mass(1);
} // corrupting_item::corrupting_item()
예제 #13
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/**
 * \brief Constructor.
 */
bear::reference_item::reference_item()
{
  set_phantom(true);
  set_artificial(true);
  set_can_move_items(false);
} // reference_item::reference_item()
예제 #14
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/**
 * \brief Contructor.
 */
ptb::honeypot::honeypot()
  : sniffable("honeypot"), m_given(false)
{
  set_phantom(true);
  set_can_move_items(false);
} // honeypot::honeypot()
예제 #15
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파일: cursor.cpp 프로젝트: fcjailybo/asgp
/**
 * \brief Constructor.
 */
rp::cursor::cursor()
{
  set_phantom(true);
  set_can_move_items(false);
  set_artificial(false);
} // rp::cursor::cursor()
예제 #16
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/**
 * \brief Constructor.
 */
bear::ambient_sound::ambient_sound()
{
  set_can_move_items(false);
  set_phantom(true);
} // ambient_sound::ambient_sound()