示例#1
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        //it looks like JSON.net is actually using these constructors and the naming of the parameters matters, which is somewhat terrifying
        public RangedWeaponItemModel(string name, float weight, float value, float maxCondition, bool unique, bool essential, string[] flags,
                                     float damage, float damagePierce, float damageSpread, float damagePierceSpread, float projectileVelocity,
                                     RangeEnvelope recoil, RangeEnvelope spread, RangeEnvelope adsRecoil, RangeEnvelope adsSpread,
                                     PulseEnvelope recoilImpulse, PulseEnvelope adsRecoilImpulse,
                                     float movementSpreadFactor, float movementRecoveryFactor, float crouchSpreadFactor, float crouchRecoveryFactor,
                                     float fireInterval, int numProjectiles, int magazineSize, float reloadTime,
                                     AmmoType aType, DamageType dType, WeaponSkillType skillType, string viewModel, string worldModel, string hitPuff, string projectile, float adsZoomFactor, float lowerTime, float raiseTime)
            : base(name, weight, value, maxCondition, unique, essential, flags, damage, damagePierce, damageSpread, damagePierceSpread, dType, skillType, viewModel, worldModel, hitPuff, lowerTime, raiseTime)
        {
            ProjectileVelocity = projectileVelocity;

            Recoil           = recoil;
            Spread           = spread;
            ADSRecoil        = adsRecoil;
            ADSSpread        = adsSpread;
            RecoilImpulse    = recoilImpulse;
            ADSRecoilImpulse = adsRecoilImpulse;

            MovementSpreadFactor   = movementSpreadFactor;
            MovementRecoveryFactor = movementRecoveryFactor;
            CrouchSpreadFactor     = crouchSpreadFactor;
            CrouchRecoveryFactor   = crouchRecoveryFactor;

            FireInterval   = fireInterval;
            NumProjectiles = numProjectiles;

            MagazineSize = magazineSize;
            ReloadTime   = reloadTime;

            ADSZoomFactor = adsZoomFactor;

            AType      = aType;
            Projectile = projectile;
        }
示例#2
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 public Weapon(string name, string id, int singleRange, int flatDamage, Dice baseDamage, Dice additionalDamage, int shotsPerBurst, AttackRange classification, DamageTypes damageType, WeaponSkillType weaponType, bool pen)
 {
     this.Name = name;
     this.ID = id;
     this.Range = singleRange;
     this.FlatDamage = flatDamage;
     this.BaseDamage = baseDamage;
     this.AdditionalDamage = additionalDamage;
     this.ShotsPerBurst = shotsPerBurst;
     this.Classification = classification;
     this.DamageType = damageType;
     this.WeaponType = weaponType;
     this.Penetrating = pen;
 }
示例#3
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 public WeaponItemModel(string name, float weight, float value, float maxCondition, bool unique, bool essential, string[] flags,
                        float damage, float damagePierce, float damageSpread, float damagePierceSpread,
                        DamageType dType, WeaponSkillType skillType, string viewModel, string worldModel, string hitPuff, float lowerTime, float raiseTime)
     : base(name, weight, value, maxCondition, unique, essential, flags, worldModel)
 {
     Damage             = damage;
     DamagePierce       = damagePierce;
     DamageSpread       = damageSpread;
     DamagePierceSpread = damagePierceSpread;
     DType     = dType;
     ViewModel = viewModel;
     HitPuff   = hitPuff;
     SkillType = skillType;
     LowerTime = lowerTime;
     RaiseTime = raiseTime;
 }
示例#4
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 public WeaponItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts,
                        float damage, float damagePierce, float damageSpread, float damagePierceSpread,
                        DamageType dType, DamageEffector?dEffector, WeaponSkillType skillType, string viewModel, string worldModel, string hitPuff, float lowerTime, float raiseTime)
     : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, worldModel)
 {
     Damage             = damage;
     DamagePierce       = damagePierce;
     DamageSpread       = damageSpread;
     DamagePierceSpread = damagePierceSpread;
     DType     = dType;
     DEffector = dEffector;
     ViewModel = viewModel;
     HitPuff   = hitPuff;
     SkillType = skillType;
     LowerTime = lowerTime;
     RaiseTime = raiseTime;
 }
示例#5
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 public MeleeWeaponItemModel(string name, float weight, float value, float maxCondition, bool hidden, bool essential, string[] flags,
                             float damage, float damagePierce, float damageSpread, float damagePierceSpread,
                             float reach, float rate, float energyCost, DamageType dType, DamageEffector?dEffector, WeaponSkillType skillType,
                             string viewModel, string worldModel, string hitPuff, float lowerTime, float raiseTime)
     : base(name, weight, value, maxCondition, hidden, essential, flags, damage, damagePierce, damageSpread, damagePierceSpread, dType, dEffector, skillType, viewModel, worldModel, hitPuff, lowerTime, raiseTime)
 {
     Reach      = reach;
     Rate       = rate;
     EnergyCost = energyCost;
 }
示例#6
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 public Weapon(string name, string id, int singleRange, int flatDamage, Dice baseDamage, Dice additionalDamage, int shotsPerBurst, AttackRange classification, DamageTypes damageType, WeaponSkillType weaponType, bool pen)
 {
     this.Name             = name;
     this.ID               = id;
     this.Range            = singleRange;
     this.FlatDamage       = flatDamage;
     this.BaseDamage       = baseDamage;
     this.AdditionalDamage = additionalDamage;
     this.ShotsPerBurst    = shotsPerBurst;
     this.Classification   = classification;
     this.DamageType       = damageType;
     this.WeaponType       = weaponType;
     this.Penetrating      = pen;
 }
示例#7
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 public DummyWeaponItemModel(string name, float weight, float value, float maxCondition, int maxQuantity, bool hidden, bool essential, string[] flags, ItemScriptNode scripts, float damage, float damagePierce, float damageSpread, float damagePierceSpread, DamageType dType, DamageEffector?dEffector, WeaponSkillType skillType, string viewModel, string worldModel, string hitPuff, float lowerTime, float raiseTime) : base(name, weight, value, maxCondition, maxQuantity, hidden, essential, flags, scripts, damage, damagePierce, damageSpread, damagePierceSpread, dType, dEffector, skillType, viewModel, worldModel, hitPuff, lowerTime, raiseTime)
 {
 }