Alexandria.Engines.DarkSouls.TableRows.Bullet.Bullet C# (CSharp) Метод

Bullet() приватный Метод

private Bullet ( ParameterTable table, int index ) : System
table ParameterTable
index int
Результат System
            internal Bullet(ParameterTable table, int index)
                : base(table, index)
            {
                BitFields = new byte[3];
                AtkId_Bullet = (Int32)(-1);
                SfxId_Bullet = (Int32)(-1);
                SfxId_Hit = (Int32)(-1);
                SfxId_Flick = (Int32)(-1);
                Life = (Single)(-1);
                Dist = (Single)0;
                ShootInterval = (Single)0;
                GravityInRange = (Single)0;
                GravityOutRange = (Single)0;
                HormingStopRange = (Single)0;
                InitVellocity = (Single)0;
                AccelInRange = (Single)0;
                AccelOutRange = (Single)0;
                MaxVellocity = (Single)0;
                MinVellocity = (Single)0;
                AccelTime = (Single)0;
                HomingBeginDist = (Single)0;
                HitRadius = (Single)(-1);
                HitRadiusMax = (Single)(-1);
                SpreadTime = (Single)0;
                ExpDelay = (Single)0;
                HormingOffsetRange = (Single)0;
                DmgHitRecordLifeTime = (Single)0;
                ExternalForce = (Single)0;
                SpEffectIDForShooter = (Int32)(-1);
                AutoSearchNPCThinkID = (Int32)0;
                HitBulletID = (Int32)(-1);
                SpEffectId0 = (Int32)(-1);
                SpEffectId1 = (Int32)(-1);
                SpEffectId2 = (Int32)(-1);
                SpEffectId3 = (Int32)(-1);
                SpEffectId4 = (Int32)(-1);
                NumShoot = (UInt16)0;
                HomingAngle = (Int16)0;
                ShootAngle = (Int16)0;
                ShootAngleInterval = (Int16)0;
                ShootAngleXInterval = (Int16)0;
                DamageDamp = (SByte)0;
                SpelDamageDamp = (SByte)0;
                FireDamageDamp = (SByte)0;
                ThunderDamageDamp = (SByte)0;
                StaminaDamp = (SByte)0;
                KnockbackDamp = (SByte)0;
                ShootAngleXZ = (SByte)0;
                LockShootLimitAng = (Byte)0;
                IsPenetrate = (Byte)0;
                PrevVelocityDirRate = (Byte)0;
                AtkAttribute = (AttackAttackAttributes)0;
                SpAttribute = (AttackParameterSpecialAttributes)0;
                Material_AttackType = (AttackType)0;
                Material_AttackMaterial = (WeaponMaterialAttack)0;
                Material_Size = (AttackSize)0;
                LaunchConditionType = (BulletLaunchConditionType)0;
                FollowType = (BulletFollowType)0;
                EmittePosType = (BulletEmitterPosition)0;
                IsAttackSFX = false;
                IsEndlessHit = false;
                IsPenetrateMap = false;
                IsHitBothTeam = false;
                IsUseSharedHitList = false;
                IsUseMultiDmyPolyIfPlace = false;
                AttachEffectType = (BulletAttachEffect)0;
                IsHitForceMagic = false;
                IsIgnoreSfxIfHitWater = false;
                IsIgnoreMoveStateIfHitWater = false;
                IsHitDarkForceMagic = false;
                Pad = new Byte[3];
            }

Same methods

TableRows.Bullet::Bullet ( ParameterTable table, int index, AssetLoader loader, int next ) : System
TableRows.Bullet