private void TryUseEquippedItem() { if (this._equippedItem != null) { C_UsableItem component = this._equippedItem.GetComponent <C_UsableItem>(); C_PickupItem c_PickupItem = null; if (component != null) { c_PickupItem = component.GetComponent <C_PickupItem>(); } if (c_PickupItem == null) { return; } // Commented lines to make two handed weapons being able to shoot while running // if (this.m_pC_FPSPlayer.m_IsRunning && c_PickupItem.ItemName == "Rifle") // { // return; // } // if (this.m_pC_FPSPlayer.m_IsRunning && c_PickupItem.ItemName == "Shotgun") // { // return; // } // if (this.m_pC_FPSPlayer.m_IsRunning && c_PickupItem.ItemName == "Blunderbuss") // { // return; // } if (component != null) { Ray usePosition = new Ray(this.PlayerFacingTransform.position, this.PlayerFacingTransform.forward); if (!component.TryToUse(usePosition, base.gameObject) && this.PlayerInventory != null) { this.PlayerInventory.RemoveItem(c_PickupItem, true); } } } }
public void GuaranteeDefaultEquipment() { if (this.PlayerInventory.Items.Count == 0) { int whichClass = C_SaveManager.m_Instance.m_PlayerData.m_WhichClass; foreach (C_PickupItem c_PickupItem in C_PlayerClassLoadOuts.m_Instance.m_ClassLoadOuts[whichClass].m_Items) { string itemName = c_PickupItem.ItemName; bool flag = false; foreach (C_PickupItem c_PickupItem2 in this.PlayerInventory.Items) { if (c_PickupItem2.ItemName == c_PickupItem.ItemName) { flag = true; } } if (!flag) { C_PickupItem item = UnityEngine.Object.Instantiate(c_PickupItem) as C_PickupItem; this.PlayerInventory.AddItem(item); } } } }