void CalculateDropChance()
    {
        Data_PlayerFile_Sr zombie = RoomsManager.GetPlayerData(index);
        int dropID = 0;

        if (zombie.HPMax >= 100)
        {
            dropID = 2;
            if (zombie.HPMax >= 200)
            {
                dropID = Random.Range(2, 3);
            }
            if (zombie.HPMax >= 300)
            {
                dropID = Random.Range(3, 4);
            }

            float chance = zombie.HPMax * zombie.attackPower / (float)dropID / 1000;

            Random.seed = (int)Time.time;
            float var1 = Random.value;
            Random.seed = (int)Time.time * Random.Range(3, 7);
            float var2 = Random.value;

            if (Mathf.Abs(var1 - var2) < chance)
            {
                AccountData acc = Networking_OnConnect.GetAccountData(index);

                Player_Weapon_Sr weap = RoomsManager.InstantiateWeapon((weaponType_Sr)dropID, transform.position, acc.roomID);
                weap.DropWeapon(true);
            }
        }
    }
    /// <summary>
    /// Player drop weapon if he have him
    /// </summary>
    public void DropWeapon()
    {
        if (weaponOnMe)
        {
            weaponOnMe.DropWeapon(true);

            Message_Sr.DropWeapon_Sr dropped = new Message_Sr.DropWeapon_Sr();
            dropped.index = index;
            RoomsManager.SendReliableAtRoom(Networking_msgType_Sr.DropWeapon, dropped, index);
        }
    }