public InvWeapShotgun( Spatial launchNode, WeaponDef weaponDef, ProjectileDef primaryDef, PatternDef primaryPatternDef) { weaponDef.Validate(); _launchNode = launchNode; _primaryPatternDef = primaryPatternDef; _roundsLoaded = weaponDef.magazineSize; _weaponDef = weaponDef; _primaryPrjDef = primaryDef; //_secondaryPrjDef = secondaryDef; //for (int i = 0; i < weaponDef.primaryPrjCount; ++i) //{ // _primarySpread.Add(new Vector3()); //} //for (int i = 0; i < weaponDef.secondaryPrjCount; ++i) //{ // _secondarySpread.Add(new Vector3()); //} }
public InvWeapon( Spatial launchNode, WeaponDef weaponDef, ProjectileDef primaryDef, ProjectileDef secondaryDef, PhysicsBody ignoreBody) { weaponDef.Validate(); _launchNode = launchNode; _ignoreBody = ignoreBody; _weaponDef = weaponDef; _primaryPrjDef = primaryDef; _secondaryPrjDef = secondaryDef; for (int i = 0; i < weaponDef.primaryPrjCount; ++i) { _primarySpread.Add(new Vector3()); } for (int i = 0; i < weaponDef.secondaryPrjCount; ++i) { _secondarySpread.Add(new Vector3()); } }