示例#1
0
        public PlayerSettings Update(WeaponItemType type, string weaponItem, string powerup)
        {
            switch (type)
            {
            case WeaponItemType.NONE:
                Weapons = EmptyWeapon;
                break;

            case WeaponItemType.Melee:
                Weapons[0][0] = weaponItem;
                Weapons[0][1] = powerup;
                break;

            case WeaponItemType.Rifle:
                Weapons[1][0] = weaponItem;
                Weapons[1][1] = powerup;
                break;

            case WeaponItemType.Handgun:
                Weapons[2][0] = weaponItem;
                Weapons[2][1] = powerup;
                break;

            case WeaponItemType.Thrown:
                Weapons[3][0] = weaponItem;
                Weapons[3][1] = powerup;
                break;

            case WeaponItemType.Powerup:
                Weapons[4][0] = weaponItem;
                Weapons[4][1] = powerup;
                break;
            }
            return(this);
        }
示例#2
0
 public void OnFire(TPlayer player, WeaponItemType type)
 {
     if (CanOverheat)
     {
         Overheating += ShotHeat;
         if (Overheating >= 100)
         {
             player.User.GetPlayer().RemoveWeaponItemType(type);
             GlobalGame.PlayEffect("CFTXT", player.Position, "OVERHEATED");
             GlobalGame.PlayEffect("EXP", player.Position);
             player.Hp      -= 50;
             player.Bleeding = true;
             Vector2 pos = player.Position;
             GlobalGame.CreateObject("MetalDebris00A", pos, (float)rnd.NextDouble());
             pos.X += 5;
             GlobalGame.CreateObject("MetalDebris00B", pos, (float)rnd.NextDouble());
             pos.X -= 10;
             GlobalGame.CreateObject("MetalDebris00C", pos, (float)rnd.NextDouble());
         }
         else
         {
             GlobalGame.PlayEffect("CFTXT", player.Position, "OVERHEATING " + ((int)Overheating).ToString() + "%");
         }
     }
     if (DNAProtection && player.Team != TeamDNA)
     {
         player.User.GetPlayer().RemoveWeaponItemType(type);
         GlobalGame.PlayEffect("CFTXT", player.Position, "DNA SCAN ERROR");
         GlobalGame.TriggerExplosion(player.Position);
         DNAProtection = false;
     }
     if (type == WeaponItemType.Thrown)
     {
         CreateThrownWeapon(Weapon, CustomId, player.Position);
     }
 }