More weapon and movement updates
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@@ -12,15 +12,17 @@ namespace EvilSatellites.Objects
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public class Projectile : AbstractGameObject
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{
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private ISoundEffect3D Sound;
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private Random rnd = new Random();
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private Vector3 Direction;
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private Vector3 StartPos;
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private float Range;
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public Projectile(IScreen screen, Vector3 pos, Vector3 direction) : base(screen)
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public Projectile(IScreen screen, Vector3 pos, Matrix rotation) : base(screen)
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{
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StartPos = pos;
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Position = pos;
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Dimensions = new Vector3(5, 5, 5);
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Direction = direction;
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Direction = new Vector3(0, 0, -1);
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Rotation = rotation;
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Range = 500;
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Type = ObjectType.Projectile;
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Activate();
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@@ -39,7 +41,7 @@ namespace EvilSatellites.Objects
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override public void Update(GameTime gameTime)
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{
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Position += Direction;
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Move(Direction);
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if (Vector3.Distance(StartPos, Position) > Range)
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{
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Destroy();
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@@ -48,8 +50,9 @@ namespace EvilSatellites.Objects
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public override void OnCollision(IGameObject obj)
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{
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if (obj.Type == ObjectType.Projectile) return;
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if (obj.Type == ObjectType.Player) return;
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Screen.Manager.Sound.PlayOneshot(@"sfx/physics/impacts/bullet/1.wav", new System.Numerics.Vector3(Position.X, Position.Y, Position.Z), Screen.Manager.EnvironmentEffect);
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Screen.Manager.Sound.PlayOneshot(@"sfx/physics/impacts/bullet/"+(rnd.Next(5)+1)+".wav", new System.Numerics.Vector3(Position.X, Position.Y, Position.Z), Screen.Manager.EnvironmentEffect);
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Destroy();
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}
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}
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