private float CalculateWeaponPriority(ItemComponent weapon)
        {
            float priority = weapon.CombatPriority;

            // Halve the priority for weapons that don't have proper ammunition loaded.
            if (!weapon.HasRequiredContainedItems(character, addMessage: false))
            {
                priority /= 2;
            }
            return(priority);
        }
Exemple #2
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 private bool IsLoaded(ItemComponent weapon, bool checkContainedItems = true) => 
     weapon.HasRequiredContainedItems(character, addMessage: false) &&
     (!checkContainedItems || weapon.Item.OwnInventory == null || weapon.Item.OwnInventory.AllItems.Any(i => i.Condition > 0));
 private bool IsLoaded(ItemComponent weapon) => weapon.HasRequiredContainedItems(character, addMessage: false);