Пример #1
0
 public override int GetHashCode()
 {
     unchecked
     {
         var hashCode = Assistants?.GetHashCode() ?? 0;
         hashCode = (hashCode * 397) ^ (int)DeathDisposition;
         hashCode = (hashCode * 397) ^ IsAssassination.GetHashCode();
         hashCode = (hashCode * 397) ^ IsGroundPound.GetHashCode();
         hashCode = (hashCode * 397) ^ IsHeadshot.GetHashCode();
         hashCode = (hashCode * 397) ^ IsMelee.GetHashCode();
         hashCode = (hashCode * 397) ^ IsShoulderBash.GetHashCode();
         hashCode = (hashCode * 397) ^ IsWeapon.GetHashCode();
         hashCode = (hashCode * 397) ^ (Killer?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ KillerAgent.GetHashCode();
         hashCode = (hashCode * 397) ^ (KillerAttachmentIds?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ (int)KillerStockId;
         hashCode = (hashCode * 397) ^ (KillerWorldLocation?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ (Victim?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ VictimAgent.GetHashCode();
         hashCode = (hashCode * 397) ^ (VictimAttachmentIds?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ (int)VictimStockId;
         hashCode = (hashCode * 397) ^ (VictimWorldLocation?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ (int)EventName;
         hashCode = (hashCode * 397) ^ (TimeSinceStart?.GetHashCode() ?? 0);
         return(hashCode);
     }
 }
Пример #2
0
 public override int GetHashCode()
 {
     unchecked
     {
         var hashCode = Assistants?.GetHashCode() ?? 0;
         hashCode = (hashCode * 397) ^ (int)DeathDisposition;
         hashCode = (hashCode * 397) ^ IsAssassination.GetHashCode();
         hashCode = (hashCode * 397) ^ IsGroundPound.GetHashCode();
         hashCode = (hashCode * 397) ^ IsHeadshot.GetHashCode();
         hashCode = (hashCode * 397) ^ IsMelee.GetHashCode();
         hashCode = (hashCode * 397) ^ IsShoulderBash.GetHashCode();
         hashCode = (hashCode * 397) ^ IsWeapon.GetHashCode();
         hashCode = (hashCode * 397) ^ (Killer != null ? Killer.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (int)KillerAgent;
         hashCode = (hashCode * 397) ^ (KillerWeaponAttachmentIds?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ (int)KillerWeaponStockId;
         hashCode = (hashCode * 397) ^ (KillerWorldLocation != null ? KillerWorldLocation.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (Victim != null ? Victim.GetHashCode() : 0);
         hashCode = (hashCode * 397) ^ (int)VictimAgent;
         hashCode = (hashCode * 397) ^ (VictimAttachmentIds?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ (int)VictimStockId;
         hashCode = (hashCode * 397) ^ (VictimWorldLocation != null ? VictimWorldLocation.GetHashCode() : 0);
         return(hashCode);
     }
 }
Пример #3
0
 public override int GetHashCode()
 {
     unchecked
     {
         var hashCode = Assistants?.GetHashCode() ?? 0;
         hashCode = (hashCode * 397) ^ DeathDisposition.GetHashCode();
         hashCode = (hashCode * 397) ^ ImpulseId.GetHashCode();
         hashCode = (hashCode * 397) ^ IsAssassination.GetHashCode();
         hashCode = (hashCode * 397) ^ IsGroundPound.GetHashCode();
         hashCode = (hashCode * 397) ^ IsHeadshot.GetHashCode();
         hashCode = (hashCode * 397) ^ IsMelee.GetHashCode();
         hashCode = (hashCode * 397) ^ IsShoulderBash.GetHashCode();
         hashCode = (hashCode * 397) ^ IsWeapon.GetHashCode();
         hashCode = (hashCode * 397) ^ (Killer?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ KillerAgent.GetHashCode();
         hashCode = (hashCode * 397) ^ (KillerWeaponAttachmentIds?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ KillerWeaponStockId.GetHashCode();
         hashCode = (hashCode * 397) ^ (KillerWorldLocation?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ MedalId.GetHashCode();
         hashCode = (hashCode * 397) ^ (Player?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ RoundIndex.GetHashCode();
         hashCode = (hashCode * 397) ^ ShotsFired.GetHashCode();
         hashCode = (hashCode * 397) ^ ShotsLanded.GetHashCode();
         hashCode = (hashCode * 397) ^ TimeWeaponActiveAsPrimary.GetHashCode();
         hashCode = (hashCode * 397) ^ (Victim?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ VictimAgent.GetHashCode();
         hashCode = (hashCode * 397) ^ (VictimAttachmentIds?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ VictimStockId.GetHashCode();
         hashCode = (hashCode * 397) ^ (VictimWorldLocation?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ (WeaponAttachmentIds?.GetHashCode() ?? 0);
         hashCode = (hashCode * 397) ^ WeaponStockId.GetHashCode();
         hashCode = (hashCode * 397) ^ (int)EventName;
         hashCode = (hashCode * 397) ^ TimeSinceStart.GetHashCode();
         return(hashCode);
     }
 }
Пример #4
0
    public void _Equip()
    {
        bool success = false;

        IsEquipmentSlot[] slots = FindObjectsOfType(typeof(IsEquipmentSlot)) as IsEquipmentSlot[];
        foreach (IsEquipmentSlot s in slots)
        {
            // if slot names match, then this is a compatible slot.
            // insert if this slot is open
            if (s.name == this.name)
            {
                if (s.IsEmpty())
                {
                    s.Insert(this);
                    success = true;

                    break;
                }
            }
        }

        if (success)
        {
            // apply one time buffs
            if (buffs)
            {
                if (!buffs.GetRecipient())
                {
                    buffs.SetRecipient(GetRecipient());
                }

                buffs.Apply();
                isEquipped = true;
            }
            // check if there's an animator override component
            AnimatorOverrideMixin ao = GetComponent <AnimatorOverrideMixin>();
            if (ao)
            {
                // check if there's no recipient
                if (!ao.GetRecipient())
                {
                    ao.SetRecipient(GetRecipient());
                }
                // execute
                ao.overrideAnimation();
                isEquipped = true;
            }

            // check if its a weapon
            IsWeapon we = GetComponent <IsWeapon>();
            if (we)
            {
                // check if there's no recipient
                if (!we.GetRecipient())
                {
                    we.SetRecipient(GetRecipient());
                }
                // execute
                isEquipped = true;
            }
        }
        else
        {
            Debug.Log("IsEquipable::Equip:  Error, no available slots to insert into! Try unequipping something will ya?");
        }
    }