WeaponItem() { m_weapon_type = determineWeaponType(); }
//roll the weapon type that dropped WeaponClass_e determineWeaponType() { WeaponClass_e item = WeaponClass_e.UNKNOWN; int seed = Random.Range(0, 13); switch (seed) { case 0: item = WeaponClass_e.BOW; m_equip_type = EquippableClass_e.CHEST; m_equip_type = EquippableClass_e.ONE_HAND_WEAPON; break; case 1: item = WeaponClass_e.ONE_HAND_AXE; m_equip_type = EquippableClass_e.ONE_HAND_WEAPON; break; case 2: item = WeaponClass_e.ONE_HAND_MACE; m_equip_type = EquippableClass_e.ONE_HAND_WEAPON; break; case 3: item = WeaponClass_e.ONE_HAND_SWORD; m_equip_type = EquippableClass_e.ONE_HAND_WEAPON; break; case 4: item = WeaponClass_e.ORB; m_equip_type = EquippableClass_e.OFFHAND; break; case 5: item = WeaponClass_e.QUIVER; m_equip_type = EquippableClass_e.OFFHAND; break; case 6: item = WeaponClass_e.SHIELD; m_equip_type = EquippableClass_e.OFFHAND; break; case 7: item = WeaponClass_e.STAFF; m_equip_type = EquippableClass_e.TWO_HAND_WEAPON; break; case 8: item = WeaponClass_e.TALISMAN; m_equip_type = EquippableClass_e.OFFHAND; break; case 9: item = WeaponClass_e.TWO_HAND_AXE; m_equip_type = EquippableClass_e.TWO_HAND_WEAPON; break; case 10: item = WeaponClass_e.TWO_HAND_MACE; m_equip_type = EquippableClass_e.TWO_HAND_WEAPON; break; case 11: item = WeaponClass_e.TWO_HAND_SWORD; m_equip_type = EquippableClass_e.TWO_HAND_WEAPON; break; case 12: item = WeaponClass_e.WAND; m_equip_type = EquippableClass_e.ONE_HAND_WEAPON; break; case 13: item = WeaponClass_e.XBOW; m_equip_type = EquippableClass_e.TWO_HAND_WEAPON; break; } return(item); }