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Fixed EOL before MR
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RicoRodriges committed Jan 26, 2020
1 parent 64b2867 commit 3afe951
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Showing 2 changed files with 731 additions and 731 deletions.
252 changes: 126 additions & 126 deletions Build_Release/ASSETS/ACTOR_PROTOTYPES/LEVEL1/LEVEL1_RAT.XML
Original file line number Diff line number Diff line change
@@ -1,127 +1,127 @@
<Actor Type="Rat" ActorPrototypeName="ActorPrototype_Level1_Rat">
<PositionComponent>
<!-- DEFINED IN CODE -->
<Position x="-1" y="-1" />
</PositionComponent>
<ActorRenderComponent>
<Visible>true</Visible>
<Mirrored>false</Mirrored>
<Inverted>false</Inverted>
<ZCoord>0</ZCoord>
<ImagePath>/LEVEL1/IMAGES/RAT/*</ImagePath>
<Palette>/LEVEL1/PALETTES/MAIN.PAL</Palette>
</ActorRenderComponent>
<AnimationComponent>
<AnimationPath>/LEVEL1/ANIS/RAT/*</AnimationPath>
<PauseOnStart>false</PauseOnStart>
</AnimationComponent>
<TriggerComponent>
<TriggerFinitedTimes>1000</TriggerFinitedTimes>
</TriggerComponent>
<HealthComponent>
<Health>5</Health>
<MaxHealth>5</MaxHealth>
</HealthComponent>
<LootComponent>
<!-- DEFINED IN CODE -->
</LootComponent>
<EnemyAIComponent>
<DeathAnimation>dead</DeathAnimation>
<Sounds>
<Sound SoundType="Death" SoundName="/GAME/SOUNDS/MOUSEKILL.WAV" />
</Sounds>
</EnemyAIComponent>
<PatrolEnemyAIStateComponent>
<IsAlwaysIdle>false</IsAlwaysIdle>
<StatePriority>0</StatePriority>
<PatrolSpeed>1.300000</PatrolSpeed>
<!-- DEFINED IN CODE -->
<LeftPatrolBorder>0</LeftPatrolBorder>
<!-- DEFINED IN CODE -->
<RightPatrolBorder>0</RightPatrolBorder>
<RetainDirection>true</RetainDirection>
<IdleAction>
<AnimationDelay>0</AnimationDelay>
<Animation>idle</Animation>
</IdleAction>
<WalkAction>
<Animation>walk</Animation>
</WalkAction>
</PatrolEnemyAIStateComponent>
<RangedAttackAIStateComponent>
<StatePriority>10</StatePriority>
<Attacks>
<AttackAction>
<Animation>throweastwest</Animation>
<AttackAnimFrameIdx>2</AttackAnimFrameIdx>
<AttackSpawnPositionOffset x="-10" y="5" />
<ProjectilePrototype>ActorPrototype_Level1_RatBomb</ProjectilePrototype>
<AgroSensorFixture>
<FixtureType>EnemyAIRangedSensor</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="1000" height="50" />
<Offset x="0" y="0" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>2</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>0.000000</Restitution>
</AgroSensorFixture>
</AttackAction>
</Attacks>
</RangedAttackAIStateComponent>
<PhysicsComponent>
<BodyType>Dynamic</BodyType>
<HasFootSensor>false</HasFootSensor>
<HasCapsuleShape>true</HasCapsuleShape>
<HasBulletBehaviour>false</HasBulletBehaviour>
<HasSensorBehaviour>false</HasSensorBehaviour>
<FixtureType>EnemyAI</FixtureType>
<PositionOffset x="0" y="0" />
<CollisionShape>Rectangle</CollisionShape>
<CollisionSize width="40" height="41" />
<GravityScale>1.000000</GravityScale>
<HasInitialSpeed>false</HasInitialSpeed>
<HasInitialImpulse>false</HasInitialImpulse>
<InitialSpeed x="0" y="0" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>1792</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>0.000000</Restitution>
<PrefabType></PrefabType>
<ActorFixture>
<FixtureType>EnemyAI</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="40" height="40" />
<Offset x="0" y="0" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>66618</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>0.000000</Restitution>
</ActorFixture>
</PhysicsComponent>
<DamageAuraComponent>
<IsPulsating>true</IsPulsating>
<IsGroupPulse>false</IsGroupPulse>
<ApplyAuraOnEnter>true</ApplyAuraOnEnter>
<RemoveActorAfterPulse>false</RemoveActorAfterPulse>
<PulseInterval>2000</PulseInterval>
<ActorFixture>
<FixtureType>DamageAura</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="30" height="26" />
<Offset x="0" y="0" />
<CollisionFlag>262144</CollisionFlag>
<CollisionMask>1048578</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>0.000000</Restitution>
</ActorFixture>
<Damage>10</Damage>
</DamageAuraComponent>
<Actor Type="Rat" ActorPrototypeName="ActorPrototype_Level1_Rat">
<PositionComponent>
<!-- DEFINED IN CODE -->
<Position x="-1" y="-1" />
</PositionComponent>
<ActorRenderComponent>
<Visible>true</Visible>
<Mirrored>false</Mirrored>
<Inverted>false</Inverted>
<ZCoord>0</ZCoord>
<ImagePath>/LEVEL1/IMAGES/RAT/*</ImagePath>
<Palette>/LEVEL1/PALETTES/MAIN.PAL</Palette>
</ActorRenderComponent>
<AnimationComponent>
<AnimationPath>/LEVEL1/ANIS/RAT/*</AnimationPath>
<PauseOnStart>false</PauseOnStart>
</AnimationComponent>
<TriggerComponent>
<TriggerFinitedTimes>1000</TriggerFinitedTimes>
</TriggerComponent>
<HealthComponent>
<Health>5</Health>
<MaxHealth>5</MaxHealth>
</HealthComponent>
<LootComponent>
<!-- DEFINED IN CODE -->
</LootComponent>
<EnemyAIComponent>
<DeathAnimation>dead</DeathAnimation>
<Sounds>
<Sound SoundType="Death" SoundName="/GAME/SOUNDS/MOUSEKILL.WAV" />
</Sounds>
</EnemyAIComponent>
<PatrolEnemyAIStateComponent>
<IsAlwaysIdle>false</IsAlwaysIdle>
<StatePriority>0</StatePriority>
<PatrolSpeed>1.300000</PatrolSpeed>
<!-- DEFINED IN CODE -->
<LeftPatrolBorder>0</LeftPatrolBorder>
<!-- DEFINED IN CODE -->
<RightPatrolBorder>0</RightPatrolBorder>
<RetainDirection>true</RetainDirection>
<IdleAction>
<AnimationDelay>0</AnimationDelay>
<Animation>idle</Animation>
</IdleAction>
<WalkAction>
<Animation>walk</Animation>
</WalkAction>
</PatrolEnemyAIStateComponent>
<RangedAttackAIStateComponent>
<StatePriority>10</StatePriority>
<Attacks>
<AttackAction>
<Animation>throweastwest</Animation>
<AttackAnimFrameIdx>2</AttackAnimFrameIdx>
<AttackSpawnPositionOffset x="-10" y="5" />
<ProjectilePrototype>ActorPrototype_Level1_RatBomb</ProjectilePrototype>
<AgroSensorFixture>
<FixtureType>EnemyAIRangedSensor</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="1000" height="50" />
<Offset x="0" y="0" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>2</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>0.000000</Restitution>
</AgroSensorFixture>
</AttackAction>
</Attacks>
</RangedAttackAIStateComponent>
<PhysicsComponent>
<BodyType>Dynamic</BodyType>
<HasFootSensor>false</HasFootSensor>
<HasCapsuleShape>true</HasCapsuleShape>
<HasBulletBehaviour>false</HasBulletBehaviour>
<HasSensorBehaviour>false</HasSensorBehaviour>
<FixtureType>EnemyAI</FixtureType>
<PositionOffset x="0" y="0" />
<CollisionShape>Rectangle</CollisionShape>
<CollisionSize width="40" height="41" />
<GravityScale>1.000000</GravityScale>
<HasInitialSpeed>false</HasInitialSpeed>
<HasInitialImpulse>false</HasInitialImpulse>
<InitialSpeed x="0" y="0" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>1792</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>0.000000</Restitution>
<PrefabType></PrefabType>
<ActorFixture>
<FixtureType>EnemyAI</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="40" height="40" />
<Offset x="0" y="0" />
<CollisionFlag>4</CollisionFlag>
<CollisionMask>66618</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>0.000000</Restitution>
</ActorFixture>
</PhysicsComponent>
<DamageAuraComponent>
<IsPulsating>true</IsPulsating>
<IsGroupPulse>false</IsGroupPulse>
<ApplyAuraOnEnter>true</ApplyAuraOnEnter>
<RemoveActorAfterPulse>false</RemoveActorAfterPulse>
<PulseInterval>2000</PulseInterval>
<ActorFixture>
<FixtureType>DamageAura</FixtureType>
<CollisionShape>Rectangle</CollisionShape>
<IsSensor>true</IsSensor>
<Size width="30" height="26" />
<Offset x="0" y="0" />
<CollisionFlag>262144</CollisionFlag>
<CollisionMask>1048578</CollisionMask>
<Friction>0.000000</Friction>
<Density>0.000000</Density>
<Restitution>0.000000</Restitution>
</ActorFixture>
<Damage>10</Damage>
</DamageAuraComponent>
</Actor>
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