private void RandomizeORPistol() { //Is there something in the unarmed level pistol location? if (_unarmedLevelPistolIndex != -1) { List <TR2Entities> ReplacementWeapons = TR2EntityUtilities.GetListOfGunTypes(); ReplacementWeapons.Add(TR2Entities.Pistols_S_P); TR2Entities Weap = ReplacementWeapons[_generator.Next(0, ReplacementWeapons.Count)]; if (_scriptedLevelInstance.Is(LevelNames.CHICKEN)) { // Grenade Launcher and Harpoon cannot trigger the bells in Ice Palace while (Weap.Equals(TR2Entities.GrenadeLauncher_S_P) || Weap.Equals(TR2Entities.Harpoon_S_P)) { Weap = ReplacementWeapons[_generator.Next(0, ReplacementWeapons.Count)]; } } TR2Entity unarmedLevelWeapons = _levelInstance.Entities[_unarmedLevelPistolIndex]; uint ammoToGive = 0; if (_startingAmmoToGive.ContainsKey(Weap)) { ammoToGive = _startingAmmoToGive[Weap]; if (_scriptedLevelInstance.Is(LevelNames.LAIR)) { ammoToGive *= 6; } } //#68 - Provide some additional ammo for a weapon if not pistols switch (Weap) { case TR2Entities.Shotgun_S_P: AddORAmmo(TR2Entities.ShotgunAmmo_S_P, ammoToGive, unarmedLevelWeapons); break; case TR2Entities.Automags_S_P: AddORAmmo(TR2Entities.AutoAmmo_S_P, ammoToGive, unarmedLevelWeapons); break; case TR2Entities.Uzi_S_P: AddORAmmo(TR2Entities.UziAmmo_S_P, ammoToGive, unarmedLevelWeapons); break; case TR2Entities.Harpoon_S_P: AddORAmmo(TR2Entities.HarpoonAmmo_S_P, ammoToGive, unarmedLevelWeapons); break; case TR2Entities.M16_S_P: AddORAmmo(TR2Entities.M16Ammo_S_P, ammoToGive, unarmedLevelWeapons); break; case TR2Entities.GrenadeLauncher_S_P: AddORAmmo(TR2Entities.Grenades_S_P, ammoToGive, unarmedLevelWeapons); break; default: break; } unarmedLevelWeapons.TypeID = (short)Weap; } }
private void RandomizeORPistol() { //Is there something in the unarmed level pistol location? if (_unarmedLevelPistolIndex != -1) { List <TR2Entities> ReplacementWeapons = TR2EntityUtilities.GetListOfGunTypes(); ReplacementWeapons.Add(TR2Entities.Pistols_S_P); TR2Entities Weap = ReplacementWeapons[_generator.Next(0, ReplacementWeapons.Count)]; if (_levelInstance.Is(LevelNames.CHICKEN)) { // Grenade Launcher and Harpoon cannot trigger the bells in Ice Palace while (Weap.Equals(TR2Entities.GrenadeLauncher_S_P) || Weap.Equals(TR2Entities.Harpoon_S_P)) { Weap = ReplacementWeapons[_generator.Next(0, ReplacementWeapons.Count)]; } } TR2Entity unarmedLevelWeapons = _levelInstance.Data.Entities[_unarmedLevelPistolIndex]; uint ammoToGive = 0; bool addPistols = false; uint smallMediToGive = 0; uint largeMediToGive = 0; if (_startingAmmoToGive.ContainsKey(Weap)) { ammoToGive = _startingAmmoToGive[Weap]; if (PerformEnemyWeighting) { // Create a score based on each type of enemy in this level and increase the ammo count based on this EnemyDifficulty difficulty = EnemyUtilities.GetEnemyDifficulty(_levelInstance.GetEnemyEntities()); ammoToGive *= (uint)difficulty; // Depending on how difficult the enemy combination is, allocate some extra helpers. addPistols = difficulty > EnemyDifficulty.Easy; if (difficulty == EnemyDifficulty.Medium || difficulty == EnemyDifficulty.Hard) { smallMediToGive++; } if (difficulty > EnemyDifficulty.Medium) { largeMediToGive++; } if (difficulty == EnemyDifficulty.VeryHard) { largeMediToGive++; } } else if (_levelInstance.Is(LevelNames.LAIR)) { ammoToGive *= 6; } } //#68 - Provide some additional ammo for a weapon if not pistols if (Weap != TR2Entities.Pistols_S_P) { AddORAmmo(GetWeaponAmmo(Weap), ammoToGive, unarmedLevelWeapons); } unarmedLevelWeapons.TypeID = (short)Weap; if (Weap != TR2Entities.Pistols_S_P) { // If we haven't decided to add the pistols (i.e. for enemy difficulty) // add a 1/3 chance of getting them anyway. #149 If the harpoon is being // given, the pistols will be included. if (addPistols || Weap == TR2Entities.Harpoon_S_P || _generator.Next(0, 3) == 0) { CopyEntity(unarmedLevelWeapons, TR2Entities.Pistols_S_P); } } for (int i = 0; i < smallMediToGive; i++) { CopyEntity(unarmedLevelWeapons, TR2Entities.SmallMed_S_P); } for (int i = 0; i < largeMediToGive; i++) { CopyEntity(unarmedLevelWeapons, TR2Entities.LargeMed_S_P); } } }