public void ShootGun(Gun BMGun) { MouseState = Mouse.GetState(); MousePostion.X = MouseState.X; MousePostion.Y = MouseState.Y; if (BMGun.CoolDown <= 0 && BMGun.RemainingClip > 0) { //Semis if (!BMGun.Shot) { if (BMGun._Weapons == Weapons.Glock || BMGun._Weapons == Weapons.DualGlock) { Bullets = new Bullets(Game1, MousePostion, BMGun.Location, BMGun.Attack, BMGun.Spread, false); Bullets.Initialize(); bullets.Add(Bullets); BMGun.RemainingClip--; BMGun.CoolDown = Gun.TimeBetweenShots; } //Shotgun if (BMGun._Weapons == Weapons.M4ShotGun) { for (int i = 0; i < 20; i++) { Bullets = new Bullets(Game1, MousePostion, BMGun.Location, BMGun.Attack, random.Next(BMGun.Spread - 50) + 1, false); Bullets.Initialize(); bullets.Add(Bullets); } BMGun.RemainingClip--; BMGun.CoolDown = Gun.TimeBetweenShots; } //Sniper if (BMGun._Weapons == Weapons.M40A3) { Bullets = new Bullets(Game1, MousePostion, BMGun.Location, BMGun.Attack, BMGun.Spread, true); Bullets.Initialize(); bullets.Add(Bullets); BMGun.RemainingClip--; BMGun.CoolDown = Gun.TimeBetweenShots; } if (BMGun._Weapons == Weapons.Empty) { //Nothing in Hand, Do nothing; } } //Autos if (BMGun._Weapons == Weapons.P90 || BMGun._Weapons == Weapons.ScarL || BMGun._Weapons == Weapons.Minigun) { Bullets = new Bullets(Game1, MousePostion, BMGun.Location, BMGun.Attack, BMGun.Spread, false); Bullets.Initialize(); bullets.Add(Bullets); BMGun.RemainingClip--; BMGun.CoolDown = Gun.TimeBetweenShots; } if (BMGun.RemainingClip == 0) { if (BMGun._Weapons == Weapons.Glock || BMGun._Weapons == Weapons.DualGlock || BMGun._Weapons == Weapons.P90) { GunManager.PistolAmmo -= BMGun.Reload(GunManager.PistolAmmo); } if (BMGun._Weapons == Weapons.M4ShotGun) { GunManager.ShotgunAmmo -= BMGun.Reload(GunManager.ShotgunAmmo); } if (BMGun._Weapons == Weapons.ScarL || BMGun._Weapons == Weapons.M40A3 || BMGun._Weapons == Weapons.Minigun) { GunManager.HeavyAmmo -= BMGun.Reload(GunManager.HeavyAmmo); } } } }
public void GetHit(Bullets b) { this.health -= b.Attack; }