//METHODS public int Damage(Bullet_Type type) { Random rand = new Random(); int jet = rand.Next(0, 100); int damage = 0; if (type == Bullet_Type.sniper_bullet) { damage = 70; int critical_bonus_rate = 50; int critical_rate = 33; if (jet >= critical_rate) { damage = damage + damage * critical_bonus_rate / 100; } return damage; } else if (type == Bullet_Type.rifle_bullet) { damage = 10; int critical_bonus_rate = 20; int critical_rate = 20; if (jet >= critical_rate) { damage = damage + damage * critical_bonus_rate / 100; } return damage; } else if (type == Bullet_Type.gun_bullet) { damage = 5; int critical_bonus_rate = 10; int critical_rate = 30; if (jet >= critical_rate) { damage = damage + damage * critical_bonus_rate / 100; } return damage; } else if (type == Bullet_Type.bazooka_bullet) { damage = 100; int critical_bonus_rate = 1; int critical_rate = 5; if (jet >= critical_rate) { damage = damage + damage * critical_bonus_rate / 100; } return damage; } else return damage; }
//CONSTRUCTORS public Bullet(Bullet_Type type, int speed, int bullet_damage) { this.speed = speed; this.bullet_damage = bullet_damage; this.type = type; }
//Constructor public void Weapon(Weapon_Type weapon, Bullet_Type bullet) { this.weapon_type = weapon; this.bullet = bullet; }