public int GetDiscountRatio(TWeapon.CATEGORY category, int xp) { int weaponLevel = GetWeaponLevel(category, xp); if (weaponLevel > maxWeaponLevel) { return(15); } if (weaponLevel > 2) { return(8); } if (weaponLevel > 1) { return(5); } if (weaponLevel > 0) { return(3); } return(0); }
public int GetWeaponLevel(TWeapon.CATEGORY category, int xp) { switch (category) { case TWeapon.CATEGORY.HEAVY: for (int n = 0; n < heavyTable.Length; n++) { if (xp < heavyTable[n]) { return(n); } } break; case TWeapon.CATEGORY.ASSAULT: for (int j = 0; j < assaultTable.Length; j++) { if (xp < assaultTable[j]) { return(j); } } break; case TWeapon.CATEGORY.SNIPER: for (int l = 0; l < sniperTable.Length; l++) { if (xp < sniperTable[l]) { return(l); } } break; case TWeapon.CATEGORY.SUB_MACHINE: for (int num = 0; num < subMachineTable.Length; num++) { if (xp < subMachineTable[num]) { return(num); } } break; case TWeapon.CATEGORY.HAND_GUN: for (int m = 0; m < handGunTable.Length; m++) { if (xp < handGunTable[m]) { return(m); } } break; case TWeapon.CATEGORY.MELEE: for (int k = 0; k < meleeTable.Length; k++) { if (xp < meleeTable[k]) { return(k); } } break; case TWeapon.CATEGORY.SPECIAL: for (int i = 0; i < specialTable.Length; i++) { if (xp < specialTable[i]) { return(i); } } break; } return(maxWeaponLevel + 1); }
public int GetWeaponLevel4Player(TWeapon.CATEGORY category, int xp) { return(GetWeaponLevel(category, xp) + 1); }
public float GetWeaponLevelRatio(TWeapon.CATEGORY category, int xp) { int weaponLevel = GetWeaponLevel(category, xp); if (weaponLevel > maxWeaponLevel) { return(1f); } int num = 0; int num2 = 0; switch (category) { case TWeapon.CATEGORY.HEAVY: num = heavyTable[weaponLevel]; if (weaponLevel > 0) { num2 = heavyTable[weaponLevel - 1]; } break; case TWeapon.CATEGORY.ASSAULT: num = assaultTable[weaponLevel]; if (weaponLevel > 0) { num2 = assaultTable[weaponLevel - 1]; } break; case TWeapon.CATEGORY.SNIPER: num = sniperTable[weaponLevel]; if (weaponLevel > 0) { num2 = sniperTable[weaponLevel - 1]; } break; case TWeapon.CATEGORY.SUB_MACHINE: num = subMachineTable[weaponLevel]; if (weaponLevel > 0) { num2 = subMachineTable[weaponLevel - 1]; } break; case TWeapon.CATEGORY.HAND_GUN: num = handGunTable[weaponLevel]; if (weaponLevel > 0) { num2 = handGunTable[weaponLevel - 1]; } break; case TWeapon.CATEGORY.MELEE: num = meleeTable[weaponLevel]; if (weaponLevel > 0) { num2 = meleeTable[weaponLevel - 1]; } break; case TWeapon.CATEGORY.SPECIAL: num = specialTable[weaponLevel]; if (weaponLevel > 0) { num2 = specialTable[weaponLevel - 1]; } break; } int num3 = num - num2; xp -= num2; if (num3 == 0) { return(0f); } return((float)xp / (float)num3); }