Very basic crash functionality
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@@ -9,6 +9,9 @@
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<ApplicationManifest>app.manifest</ApplicationManifest>
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<ApplicationIcon>Icon.ico</ApplicationIcon>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<OutputPath>d:\EvilSatellites\</OutputPath>
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</PropertyGroup>
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<ItemGroup>
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<None Remove="Icon.ico" />
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<None Remove="Icon.bmp" />
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@@ -56,7 +56,7 @@ namespace EvilSatellites.Objects
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var player = (Player)obj;
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if (player.Vacuuming)
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{
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player.CurrentWeapon.RemainingAmmo += rnd.Next(player.CurrentWeapon.MaxAmmo);
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player.CurrentWeapon.Reload(rnd.Next(player.CurrentWeapon.MaxAmmo));
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Destroy();
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return;
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}
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@@ -203,6 +203,13 @@ namespace EvilSatellites.Objects
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}
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dmgSound += "/int/" + (rnd.Next(2)+1).ToString()+".wav";
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Screen.Manager.Sound.PlayOneshot(dmgSound);
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if (Health < 1)
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{
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Destroy();
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Screen.Manager.Sound.PlayOneshot(@"sfx/physics/crashes/1.wav");
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System.Threading.Thread.Sleep(2000);
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Environment.Exit(0);
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}
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}
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public void IncreaseHealth(float amount)
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@@ -16,7 +16,7 @@ namespace EvilSatellites.Weapons
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Stopping
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}
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public class AbstractWeapon : IWeapon
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public abstract class AbstractWeapon : IWeapon
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{
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public IGameObject _wielder;
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public float FireRate { get; set; }
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@@ -29,6 +29,6 @@ namespace EvilSatellites.Weapons
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public virtual void Reload() { }
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public virtual void Stop() { }
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public virtual void Update(GameTime time) { }
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public abstract void Reload(int amount);
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}
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}
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@@ -11,7 +11,7 @@ namespace EvilSatellites.Weapons
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public interface IWeapon
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{
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void Shoot(GameTime time);
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void Reload();
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void Reload(int amount);
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void Stop();
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void Update(GameTime time);
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float FireRate { get; set; }
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@@ -113,5 +113,11 @@ namespace EvilSatellites.Weapons
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base.Update(time);
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}
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public override void Reload(int amount)
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{
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RemainingAmmo += amount;
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sfxReload.Reset();
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sfxReload.Play();
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}
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}
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}
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