public bool addMod_Weapon(Weapon newWeapon) { // Make sure a weapon with the same name doesn't exist. if (!isGov_Weapon(newWeapon.itsName)) { for (int i = 0; i < Globals.WEAPON_LIMIT; i++) { if (itsGov_Weapons[i].is_empty) { itsGov_Weapons[i] = newWeapon; itsGov_Weapons[i].is_empty = false; return true; } } return false; } else return false; }
private void initializeLists() { itsStats = new propertyList(); itsSkills = new propertyList(); itsAttributes = new propertyList(); itsTargets = new characterList(); itsWeapons = new Weapon[Globals.WEAPON_LIMIT]; for (int i = 0; i < Globals.WEAPON_LIMIT; i++) itsWeapons[i] = new Weapon(); }
public bool setCurrentWeapon(string name) { int i = weaponIndex(name); if (i < Globals.WEAPON_LIMIT) { itsCurrentWeapon = itsWeapons[i]; return true; } else return false; }
public bool removeWeapon(Weapon oldWeapon) { int i = weaponIndex(oldWeapon.itsName); if (i < Globals.WEAPON_LIMIT) { itsWeapons[i].is_empty = true; return true; } else return false; }
public bool addWeapon(Weapon newWeapon) { for (int i = 0; i < Globals.WEAPON_LIMIT; i++) { if (itsWeapons[i].is_empty) { itsWeapons[i] = newWeapon; itsWeapons[i].is_empty = false; return true; } } return false; }
public Weapon copy(Weapon copyWeapon) { copyWeapon = (Weapon)base.copy(copyWeapon); copyWeapon.itsName = this.itsName; for (int i = 0; i < itsActions.Count; i++) copyWeapon.itsActions[i] = this.itsActions[i].copy(new WeaponAction()); for (int i = 0; i < itsChoosableActions.Length; i++) copyWeapon.itsChoosableActions[i] = this.itsChoosableActions[i].copy(new WeaponAction()); copyWeapon.itsUsers = this.itsUsers.copy(); copyWeapon.itsTargets = this.itsTargets.copy(); for (int i = 0; i < target_Users.Length; i++) copyWeapon.target_Users[i] = this.target_Users[i]; copyWeapon.itsModifiedSkills = this.itsModifiedSkills.copy(); for (int i = 0; i < itsSkillModifiers.Length; i++) copyWeapon.itsSkillModifiers[i] = this.itsSkillModifiers[i]; return copyWeapon; }
private void initializeLists() { itsWeaponModifiers = new Weapon[Globals.WEAPON_LIMIT]; for (int i = 0; i < Globals.WEAPON_LIMIT; i++) itsWeaponModifiers[i] = new Weapon(); itsAtt_Coefficients = new coefficientList(); itsGoverningAttributes = new propertyList(); itsGoverningStats = new propertyList(); itsGov_Weapons = new Weapon[0]; }