public Demoman() { _weapon1 = new GrenadeLauncher(); _weapon2 = new PipebombLauncher(); _weapon3 = new Shotgun(); _weapon4 = new Axe(); _gren1 = Ammunition.FragGrenade; _gren2 = Ammunition.MIRVGrenade; _health = 90; _armour = 120; _maxShells = 50; _maxNails = 50; _maxRockets = 50; _maxCells = 50; _maxGren1 = 4; _maxGren2 = 4; }
private Weapon SetupWeapon(WEAPONTYPE weapon) { Weapon weap = null; switch (weapon) { case WEAPONTYPE.SYRINGE: weap = new Syringe(); break; case WEAPONTYPE.AXE: weap = new Axe(); break; case WEAPONTYPE.SHOTGUN: weap = new Shotgun(); break; case WEAPONTYPE.SUPERSHOTGUN: weap = new SuperShotgun(); break; case WEAPONTYPE.NAILGUN: weap = new NailGun(); break; case WEAPONTYPE.SUPERNAILGUN: weap = new SuperNailGun(); break; case WEAPONTYPE.GRENADELAUNCHER: weap = new GrenadeLauncher(); break; case WEAPONTYPE.PIPEBOMBLAUNCHER: weap = new PipebombLauncher(); break; case WEAPONTYPE.ROCKETLAUNCHER: weap = new RocketLauncher(); break; case WEAPONTYPE.MINIGUN: weap = new Minigun(); break; case WEAPONTYPE.INCENDIARYCANNON: weap = new IncendiaryCannon(); break; case WEAPONTYPE.FLAMETHROWER: weap = new Flamethrower(); break; case WEAPONTYPE.NONE: default: break; } if (weap != null) { weap.Init(_game); weap.Spawn(this, nameof(weap)); } return(weap); }