using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace MultiTheftAuto { enum eWeaponType { WEAPONTYPE_UNARMED = 0, WEAPONTYPE_BRASSKNUCKLE, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_NIGHTSTICK, WEAPONTYPE_KNIFE, WEAPONTYPE_BASEBALLBAT, WEAPONTYPE_SHOVEL, WEAPONTYPE_POOL_CUE, WEAPONTYPE_KATANA, WEAPONTYPE_CHAINSAW, // gifts WEAPONTYPE_DILDO1, // 10 WEAPONTYPE_DILDO2, WEAPONTYPE_VIBE1, WEAPONTYPE_VIBE2, WEAPONTYPE_FLOWERS, WEAPONTYPE_CANE, WEAPONTYPE_GRENADE, WEAPONTYPE_TEARGAS, WEAPONTYPE_MOLOTOV, WEAPONTYPE_ROCKET, WEAPONTYPE_ROCKET_HS, // 20 WEAPONTYPE_FREEFALL_BOMB, // FIRST SKILL WEAPON WEAPONTYPE_PISTOL, // handguns WEAPONTYPE_PISTOL_SILENCED, WEAPONTYPE_DESERT_EAGLE, WEAPONTYPE_SHOTGUN, // shotguns WEAPONTYPE_SAWNOFF_SHOTGUN, // one handed WEAPONTYPE_SPAS12_SHOTGUN, WEAPONTYPE_MICRO_UZI, // submachine guns WEAPONTYPE_MP5, WEAPONTYPE_AK47, // 30 // machine guns WEAPONTYPE_M4, WEAPONTYPE_TEC9, // this uses stat from the micro_uzi // END SKILL WEAPONS WEAPONTYPE_COUNTRYRIFLE, // rifles WEAPONTYPE_SNIPERRIFLE, WEAPONTYPE_ROCKETLAUNCHER, // specials WEAPONTYPE_ROCKETLAUNCHER_HS, WEAPONTYPE_FLAMETHROWER, WEAPONTYPE_MINIGUN, WEAPONTYPE_REMOTE_SATCHEL_CHARGE, WEAPONTYPE_DETONATOR, // 40 // plastic explosive WEAPONTYPE_SPRAYCAN, WEAPONTYPE_EXTINGUISHER, WEAPONTYPE_CAMERA, WEAPONTYPE_NIGHTVISION, WEAPONTYPE_INFRARED, WEAPONTYPE_PARACHUTE, WEAPONTYPE_LAST_WEAPONTYPE, WEAPONTYPE_ARMOUR, // these are possible ways to die WEAPONTYPE_RAMMEDBYCAR, WEAPONTYPE_RUNOVERBYCAR, // 50 WEAPONTYPE_EXPLOSION, WEAPONTYPE_UZI_DRIVEBY, WEAPONTYPE_DROWNING, WEAPONTYPE_FALL, WEAPONTYPE_UNIDENTIFIED, // Used for damage being done WEAPONTYPE_ANYMELEE, WEAPONTYPE_ANYWEAPON, WEAPONTYPE_FLARE, // Added by us WEAPONTYPE_TANK_GRENADE, }; public class Weapon { } }