Example #1
0
        public void genPhysicalGun(int iq)
        {
            int   damage = 0, magSize = 0, numShots = 0, pierce = 0;
            float accuracy = 0, reloadSpd = 0, fireRate = 0, range = 0, DPS = 0;
            bool  isAutomatic = false;

            switch (WepType)
            {
            case WeaponType.PISTOL:
            case WeaponType.SHOTGUN:
            case WeaponType.SNIPER:
            case WeaponType.ASSAULT:
            case WeaponType.SMG:
            case WeaponType.LMG:
                range    = 230;
                DPS      = (float)(150 * (iq / 20.0f) * rand.NextDouble() + 12 * iq);   //range * 2?
                fireRate = (float)(12 * rand.NextDouble() + 5);
                damage   = (int)(DPS / fireRate);                                       //change damage to float??



                this.changeTexture(Image.Gun.Physical.Pistol, 0.017f);
                //GunShell = new GunStats(WepType, iq, 10, .8f, .5f, 20, 300, 60, 2, 3);
                break;
            }

            GunShell = new GunStats(WepType, iq, damage, accuracy, reloadSpd, fireRate, range, magSize, numShots, pierce, isAutomatic);
        }
Example #2
0
 public PlasmaGun(Character holder, GunStats gunShell)
     : base(holder, gunShell)
 {
 }
Example #3
0
 public Gun(Character holder, GunStats gunShell)
     : base(Image.Gun.Laser.Pistol, 0, 10, Vector2.Zero)
 {
     init(holder, gunShell.wepType, gunShell.iq, gunShell.damage, gunShell.accuracy, gunShell.reloadSpd, gunShell.fireRate,
          gunShell.range, gunShell.magSize, gunShell.numShots, gunShell.pierce, gunShell.isAutomatic);
 }
Example #4
0
 public LaserGun(Character holder, GunStats gunShell)
     : base(holder, gunShell)
 {
 }
Example #5
0
 public PhysicalGun(Character holder, GunStats gunShell)
     : base(holder, gunShell)
 {
 }