Esempio n. 1
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	public void MediumEnemyGun () {
		magazineCapacity = 20;
		ammunitionLeft = GunsConstants.InfinityAmmunition();
		reloadingTime = 8; // seconds
		lastShootTime = 0;
		shootTimeInterval = 1.2f;
		isReloading = false;
		reloadingTime = 0.1f;
		owner = GunOwner.Enemy;
	}
Esempio n. 2
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	public void BasicEnemyGun () {
		ammunition = 7;
		ammunitionLeft = GunsConstants.InfinityAmmunition();
		reloadingTime = 5; // seconds
		lastShootTime = 0;
		shootTimeInterval = 1.5f;
		isReloading = false;
		reloadingTime = 0.1f;
		owner = GunOwner.Enemy;
	}
Esempio n. 3
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	public void MachineGun() {
		magazineCapacity = 30;
		ammunitionLeft = 90;
		ammunition = magazineCapacity;
		reloadingTime = 2.1f; // seconds
		lastShootTime = 0;
		shootTimeInterval = 0.06f;
		isReloading = false;
		owner = GunOwner.Player;
	}
Esempio n. 4
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	public void SubmachineGun () {
		magazineCapacity = 20;
		ammunitionLeft = 40;
		ammunition = magazineCapacity;
		reloadingTime = 2; // seconds
		lastShootTime = 0;
		shootTimeInterval = 0.2f;
		isReloading = false;
		owner = GunOwner.Player;
	}
Esempio n. 5
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	public void PistolGun () {
		magazineCapacity = 7;
		ammunition = magazineCapacity;
		ammunitionLeft = GunsConstants.InfinityAmmunition();
		reloadingTime = 1.6f; // seconds
		lastShootTime = 0;
		shootTimeInterval = 0.7f;
		isReloading = false;
		owner = GunOwner.Player;
	}
Esempio n. 6
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	public void SuperEnemyGun() {
		magazineCapacity = 30;
		ammunition = magazineCapacity;
		ammunitionLeft = GunsConstants.InfinityAmmunition();
		reloadingTime = 5; // seconds
		lastShootTime = 0;
		shootTimeInterval = 0.9f;
		isReloading = false;
		reloadingTime = 0.1f;
		owner = GunOwner.Enemy;
	}