public void genPhysicalGun(int iq) { int damage = 0, magSize = 0, numShots = 0, pierce = 0; float accuracy = 0, reloadSpd = 0, fireRate = 0, range = 0, DPS = 0; bool isAutomatic = false; switch (WepType) { case WeaponType.PISTOL: case WeaponType.SHOTGUN: case WeaponType.SNIPER: case WeaponType.ASSAULT: case WeaponType.SMG: case WeaponType.LMG: range = 230; DPS = (float)(150 * (iq / 20.0f) * rand.NextDouble() + 12 * iq); //range * 2? fireRate = (float)(12 * rand.NextDouble() + 5); damage = (int)(DPS / fireRate); //change damage to float?? this.changeTexture(Image.Gun.Physical.Pistol, 0.017f); //GunShell = new GunStats(WepType, iq, 10, .8f, .5f, 20, 300, 60, 2, 3); break; } GunShell = new GunStats(WepType, iq, damage, accuracy, reloadSpd, fireRate, range, magSize, numShots, pierce, isAutomatic); }
public PlasmaGun(Character holder, GunStats gunShell) : base(holder, gunShell) { }
public Gun(Character holder, GunStats gunShell) : base(Image.Gun.Laser.Pistol, 0, 10, Vector2.Zero) { init(holder, gunShell.wepType, gunShell.iq, gunShell.damage, gunShell.accuracy, gunShell.reloadSpd, gunShell.fireRate, gunShell.range, gunShell.magSize, gunShell.numShots, gunShell.pierce, gunShell.isAutomatic); }
public LaserGun(Character holder, GunStats gunShell) : base(holder, gunShell) { }
public PhysicalGun(Character holder, GunStats gunShell) : base(holder, gunShell) { }