3130 {
3131 EntityAI shoulderAttachment = GetInventory().FindAttachment(InventorySlots.SHOULDER);
3132 EntityAI meleeAttachment = GetInventory().FindAttachment(InventorySlots.MELEE);
3133
3134 AnimRangedWeaponType shoulderAttType = AnimRangedWeaponType.None;
3135 AnimRangedWeaponType meleeAttType = AnimRangedWeaponType.None;
3136
3137 if (shoulderAttachment)
3138 {
3139 switch (shoulderAttachment.GetAttachmentSoundType())
3140 {
3141 case "Shotgun":
3142 {
3143 shoulderAttType = AnimRangedWeaponType.Shotgun;
3144 break;
3145 }
3146 case "Rifle":
3147 {
3148 shoulderAttType = AnimRangedWeaponType.Rifle;
3149 break;
3150 }
3151 }
3152 }
3153 if (meleeAttachment)
3154 {
3155 switch (meleeAttachment.GetAttachmentSoundType())
3156 {
3157 case "Shotgun":
3158 {
3159 meleeAttType = AnimRangedWeaponType.Shotgun;
3160 break;
3161 }
3162 case "Rifle":
3163 {
3164 meleeAttType = AnimRangedWeaponType.Rifle;
3165 break;
3166 }
3167 }
3168 }
3169
3170 if (shoulderAttType == AnimRangedWeaponType.Shotgun || meleeAttType == AnimRangedWeaponType.Shotgun)
3171 return AnimRangedWeaponType.Shotgun;
3172
3173 if (shoulderAttType == AnimRangedWeaponType.Rifle || meleeAttType == AnimRangedWeaponType.Rifle)
3174 return AnimRangedWeaponType.Rifle;
3175
3176 return AnimRangedWeaponType.None;
3177 }