public WeaponData(float weight, float iRoF, ushort ammo, float reloadtime, ushort projectile) { Weight = weight; InverseRoF = iRoF; CurrentAmmo = MaxAmmo = ammo; ReloadTime = reloadtime; ProjectileID = projectile; Projectile = BulletData.ProjectileTable[projectile]; }
public WeaponData(float weight, float iRoF, ushort ammo, float reloadtime, ushort projectile) { Weight = weight; InverseRoF = iRoF; CurrentAmmo = MaxAmmo = ammo; ReloadTime = reloadtime; ProjectileID = projectile; Projectile = BulletData.ProjectileTable[projectile]; }
public WeaponData(float weight, float iRoF, ushort ammo, float reloadtime, ushort projectile, float lockRadius, float lockTime) { Weight = weight; InverseRoF = iRoF; CurrentAmmo = MaxAmmo = ammo; ReloadTime = reloadtime; ProjectileID = projectile; Projectile = BulletData.ProjectileTable[projectile]; UseLockon = true; LockonRadius = lockRadius; LockonTime = lockTime; }
public WeaponData(float weight, float iRoF, ushort ammo, float reloadtime, ushort projectile, float lockRadius, float lockTime) { Weight = weight; InverseRoF = iRoF; CurrentAmmo = MaxAmmo = ammo; ReloadTime = reloadtime; ProjectileID = projectile; Projectile = BulletData.ProjectileTable[projectile]; UseLockon = true; LockonRadius = lockRadius; LockonTime = lockTime; }