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Helper.cs
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Helper.cs
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namespace RipFight
{
public sealed class Helper
{
public static string[] playerColors = { "default", "blue", "red" };
public static string PlayerListToString()
{
string playerResult = "";
foreach (Controller player in MainMod.playerList)
playerResult += player.name + "\n";
return playerResult;
}
public static int MatchIDToWeapon(string weaponName)
{
for (int i = 0; i < weapons.Length; i++)
{
if (weapons[i].ToLower() == weaponName)
{
return i;
}
}
return 0;
}
//hehe yes the good ol copy pasta :kekw:
public static int Camera(string cameratype)
{
for (int i = 0; i < Cameratype.Length; i++)
{
if (Cameratype[i].ToLower() == cameratype)
{
return i;
}
}
return 0;
}
public static string[] Cameratype = new string[4]
{
"Game",
"SceneView",
"Preview",
"VR"
};
// Some indices are unused. They still work when called, but they are not a unique weapon.
public static string[] weapons = new string[64]
{
"Pistol",
"AK47",
"Sword",
"GrenadeLauncher",
"BlinkDagger",
"Sniper",
"Revolver",
"FreezeShooter",
"RiotShield",
"Fan",
"Shotgun",
"BallOfDoom",
"ThrustCannon",
"BowAndArrow",
"MachineGun",
"Lightsaber",
"Uzi",
"SilentMinigun",
"MiniMinigun",
"Minigun",
"RicochetRifle",
"StasisGun",
"Bazooka",
"Flamethrower",
"SnakeRevolver",
"SnakeGrenadeLauncher",
"SnakeBazooka",
"GlueGun",
"LaserRocketLauncher",
"GoldSword",
"GoldMinigun",
"GoldPistol",
"CarbineRifle",
"SnakeMinigun",
"LavaWhip",
"LavaBeam",
"LavaShooter",
"SnakeShotgun",
"LavaGrenadeLauncher",
"SpartanLaser",
"LavaPistol",
"BlackHoleCannon",
"BossTriShot",
"BossRazorShield",
"BossTriBeam",
"UnusedIndex1",
"BossPulseLauncher" ,
"BossShooter",
"BossBurstShooter",
"BossWallmaker",
"UnusedIndex2",
"UnusedIndex3",
"UnusedIndex4",
"UnusedIndex5",
"BossDubstepGun",
"BossRainbowSlowshot",
"UnusedIndex6",
"UnusedIndex7",
"BossBounceshot",
"PumpkinLauncher",
"BurstRifle",
"DesertEagle",
"SawedOffShotgun",
"Spear"
};
}
}