private int CanIWeaponThePlayer() { int canI = 0; RangePos rangeZone = null; for (int i = 0; i < 2; ++i) { if (_characterBhv.Pa >= _characterBhv.Character.Weapons[i].PaNeeded && (rangeZone = _gridBhv.IsOpponentInWeaponRangeAndZone(_characterBhv, i, _characterBhv.OpponentBhvs)) != null) { _rangeClicked[i] = rangeZone; _weaponsWeight[i] += _characterBhv.Character.Weapons[i].BaseDamage; canI += 10; } } return(canI); }