private void GlobalVariables_CollectionChanged(object sender, NotifyCollectionChangedEventArgs e) { switch (TheEditor.GetGlobalId(e.NewStartingIndex)) { case GlobalVariable.CameraModeOnFoot: OnPropertyChanged(nameof(OnFootCameraMode)); break; } }
private void GlobalVariables_CollectionChanged(object sender, NotifyCollectionChangedEventArgs e) { GlobalVariable g = TheEditor.GetGlobalId(e.NewStartingIndex); switch (g) { case GlobalVariable.PlayerX: case GlobalVariable.PlayerY: case GlobalVariable.PlayerZ: OnPropertyChanged(nameof(SpawnPoint)); break; case GlobalVariable.PlayerOutfit: OnPropertyChanged(nameof(Outfit)); break; case GlobalVariable.PlayerArmor: OnPropertyChanged(nameof(Armor)); break; case GlobalVariable.PlayerMoney: OnPropertyChanged(nameof(Money)); break; case GlobalVariable.PlayerWeapon: OnPropertyChanged(nameof(Weapon)); break; } if (m_isWritingWeaponSlot) { return; } switch (g) { case GlobalVariable.Weapon1Ammo: // Brass Knuckles ReadSlot(0); break; case GlobalVariable.Weapon2Ammo: // Melee case GlobalVariable.Weapon3Ammo: case GlobalVariable.Weapon4Ammo: case GlobalVariable.Weapon5Ammo: case GlobalVariable.Weapon6Ammo: case GlobalVariable.Weapon7Ammo: case GlobalVariable.Weapon8Ammo: case GlobalVariable.Weapon9Ammo: case GlobalVariable.Weapon10Ammo: case GlobalVariable.Weapon11Ammo: ReadSlot(1); break; case GlobalVariable.Weapon12Ammo: // Projectiles case GlobalVariable.Weapon13Ammo: case GlobalVariable.Weapon14Ammo: case GlobalVariable.Weapon15Ammo: ReadSlot(2); break; case GlobalVariable.Weapon17Ammo: // Pistols case GlobalVariable.Weapon18Ammo: ReadSlot(3); break; case GlobalVariable.Weapon19Ammo: // Shotguns case GlobalVariable.Weapon20Ammo: case GlobalVariable.Weapon21Ammo: ReadSlot(4); break; case GlobalVariable.Weapon22Ammo: // Sub-machine Guns case GlobalVariable.Weapon23Ammo: case GlobalVariable.Weapon24Ammo: case GlobalVariable.Weapon25Ammo: ReadSlot(5); break; case GlobalVariable.Weapon26Ammo: // Assault Rifles case GlobalVariable.Weapon27Ammo: ReadSlot(6); break; case GlobalVariable.Weapon28Ammo: // Sniper Rifles case GlobalVariable.Weapon29Ammo: ReadSlot(8); break; case GlobalVariable.Weapon30Ammo: // Heavy Weapons case GlobalVariable.Weapon31Ammo: case GlobalVariable.Weapon32Ammo: case GlobalVariable.Weapon33Ammo: ReadSlot(7); break; case GlobalVariable.Weapon36Ammo: // Special ReadSlot(9); break; } }