3154 {
3155 EntityAI shoulderAttachment = GetInventory().FindAttachment(InventorySlots.SHOULDER);
3156 EntityAI meleeAttachment = GetInventory().FindAttachment(InventorySlots.MELEE);
3157
3158 AnimRangedWeaponType shoulderAttType = AnimRangedWeaponType.None;
3159 AnimRangedWeaponType meleeAttType = AnimRangedWeaponType.None;
3160
3161 if (shoulderAttachment)
3162 {
3163 switch (shoulderAttachment.GetAttachmentSoundType())
3164 {
3165 case "Shotgun":
3166 {
3167 shoulderAttType = AnimRangedWeaponType.Shotgun;
3168 break;
3169 }
3170 case "Rifle":
3171 {
3172 shoulderAttType = AnimRangedWeaponType.Rifle;
3173 break;
3174 }
3175 }
3176 }
3177 if (meleeAttachment)
3178 {
3179 switch (meleeAttachment.GetAttachmentSoundType())
3180 {
3181 case "Shotgun":
3182 {
3183 meleeAttType = AnimRangedWeaponType.Shotgun;
3184 break;
3185 }
3186 case "Rifle":
3187 {
3188 meleeAttType = AnimRangedWeaponType.Rifle;
3189 break;
3190 }
3191 }
3192 }
3193
3194 if (shoulderAttType == AnimRangedWeaponType.Shotgun || meleeAttType == AnimRangedWeaponType.Shotgun)
3195 return AnimRangedWeaponType.Shotgun;
3196
3197 if (shoulderAttType == AnimRangedWeaponType.Rifle || meleeAttType == AnimRangedWeaponType.Rifle)
3198 return AnimRangedWeaponType.Rifle;
3199
3200 return AnimRangedWeaponType.None;
3201 }