private int GetWeaponIdBySubType(EWeaponSubType subType)
        {
            int weaponId = 37;

            switch (subType)
            {
            case EWeaponSubType.Grenade:
                weaponId = 37;
                break;

            case EWeaponSubType.FlashBomb:
                weaponId = 38;
                break;

            case EWeaponSubType.FogBomb:
                weaponId = 39;
                break;

            case EWeaponSubType.BurnBomb:
                weaponId = 40;
                break;
            }
            return(weaponId);
        }
Exemplo n.º 2
0
        public static ExplosionEffectInfo ToExplosionEffectInfo(this EWeaponSubType subType)
        {
            ExplosionEffectInfo explosionEffectInfo = new ExplosionEffectInfo();

            switch (subType)
            {
            case EWeaponSubType.Grenade:
                explosionEffectInfo.ClientEfcType  = EClientEffectType.GrenadeExplosion;
                explosionEffectInfo.AudioId        = EAudioUniqueId.GrenadeExplosion;
                explosionEffectInfo.ObjectClassify = EEffectObjectClassify.Explosion;
                break;

            case EWeaponSubType.FlashBomb:
                explosionEffectInfo.ClientEfcType  = EClientEffectType.FlashBomb;
                explosionEffectInfo.AudioId        = EAudioUniqueId.FlashBombExplosion;
                explosionEffectInfo.ObjectClassify = EEffectObjectClassify.Explosion;

                break;

            case EWeaponSubType.FogBomb:
                explosionEffectInfo.ClientEfcType  = EClientEffectType.FogBomb;
                explosionEffectInfo.AudioId        = EAudioUniqueId.FoggyBombExplosion;
                explosionEffectInfo.ObjectClassify = EEffectObjectClassify.Foggy;


                break;

            default:
                explosionEffectInfo.ClientEfcType  = EClientEffectType.BurnBomb;
                explosionEffectInfo.AudioId        = EAudioUniqueId.None;
                explosionEffectInfo.ObjectClassify = EEffectObjectClassify.Explosion;
                break;
            }

            return(explosionEffectInfo);
        }