/*public Weapon(Faction faction, WeaponList weapon) * { * if (weapon.Equals(WeaponList.Knife)) * { * switch (faction) * { * case Faction.Hero: * damage = KNIFE_DAMAGE*KNIFE_SPEED*KNIFE_ACCURACY/(KNIFE_RELOAD_TIME+KNIFE_WEIGHT); * break; * case Faction.Villain: * damage = KNIFE_DAMAGE * KNIFE_SPEED * KNIFE_ACCURACY / (KNIFE_RELOAD_TIME + KNIFE_WEIGHT); * break; * default: * break; * } * } * else if (weapon.Equals(WeaponList.Pistol)) * { * switch (faction) * { * case Faction.Hero: * damage = PISTOL_DAMAGE * PISTOL_SPEED * PISTOL_ACCURACY /(PISTOL_RELOAD_TIME + PISTOL_WEIGHT); * break; * case Faction.Villain: * damage = PISTOL_DAMAGE * PISTOL_SPEED * PISTOL_ACCURACY / (PISTOL_RELOAD_TIME + PISTOL_WEIGHT); * break; * default: * break; * } * } * else if (weapon.Equals(WeaponList.AK47)) * { * switch (faction) * { * case Faction.Hero: * damage = AK47_DAMAGE * AK47_SPEED * AK47_ACCURACY / (AK47_RELOAD_TIME + AK47_WEIGHT); * break; * case Faction.Villain: * damage = AK47_DAMAGE * AK47_SPEED * AK47_ACCURACY / (AK47_RELOAD_TIME + AK47_WEIGHT); * break; * default: * break; * } * } * else if (weapon.Equals(WeaponList.Sniper)) * { * switch (faction) * { * case Faction.Hero: * damage = SNIPER_DAMAGE * SNIPER_SPEED * SNIPER_ACCURACY / (SNIPER_RELOAD_TIME + SNIPER_WEIGHT); * break; * case Faction.Villain: * damage = SNIPER_DAMAGE * SNIPER_SPEED * SNIPER_ACCURACY / (SNIPER_RELOAD_TIME + SNIPER_WEIGHT); * break; * default: * break; * } * } * * } */ public Weapon(WeaponList weapon) { if (weapon.Equals(WeaponList.Knife)) { damage = KNIFE_DAMAGE * KNIFE_SPEED * KNIFE_ACCURACY / (KNIFE_RELOAD_TIME + KNIFE_WEIGHT); } else if (weapon.Equals(WeaponList.Pistol)) { damage = PISTOL_DAMAGE * PISTOL_SPEED * PISTOL_ACCURACY / (PISTOL_RELOAD_TIME + PISTOL_WEIGHT); } else if (weapon.Equals(WeaponList.AK47)) { damage = AK47_DAMAGE * AK47_SPEED * AK47_ACCURACY / (AK47_RELOAD_TIME + AK47_WEIGHT); } else if (weapon.Equals(WeaponList.Sniper)) { damage = SNIPER_DAMAGE * SNIPER_SPEED * SNIPER_ACCURACY / (SNIPER_RELOAD_TIME + SNIPER_WEIGHT); } else if (weapon.Equals(WeaponList.Grenade)) { damage = GRENADE_DAMAGE * GRENADE_SPEED * GRENADE_ACCURACY / (GRENADE_RELOAD_TIME + GRENADE_WEIGHT); } else if (weapon.Equals(WeaponList.MachineGun)) { damage = MACHINEGUN_DAMAGE * MACHINEGUN_SPEED * MACHINEGUN_ACCURACY / (MACHINEGUN_ACCURACY + MACHINEGUN_WEIGHT); } else if (weapon.Equals(WeaponList.Missile)) { damage = MISSILE_DAMAGE * MISSILE_SPEED * MISSILE_ACCURACY / (MISSILE_RELOAD_TIME + MISSILE_WEIGHT); } }