3194 {
3195 EntityAI shoulderAttachment = GetInventory().FindAttachment(InventorySlots.SHOULDER);
3196 EntityAI meleeAttachment = GetInventory().FindAttachment(InventorySlots.MELEE);
3197
3198 AnimRangedWeaponType shoulderAttType = AnimRangedWeaponType.None;
3199 AnimRangedWeaponType meleeAttType = AnimRangedWeaponType.None;
3200
3201 if (shoulderAttachment)
3202 {
3203 switch (shoulderAttachment.GetAttachmentSoundType())
3204 {
3205 case "Shotgun":
3206 {
3207 shoulderAttType = AnimRangedWeaponType.Shotgun;
3208 break;
3209 }
3210 case "Rifle":
3211 {
3212 shoulderAttType = AnimRangedWeaponType.Rifle;
3213 break;
3214 }
3215 }
3216 }
3217 if (meleeAttachment)
3218 {
3219 switch (meleeAttachment.GetAttachmentSoundType())
3220 {
3221 case "Shotgun":
3222 {
3223 meleeAttType = AnimRangedWeaponType.Shotgun;
3224 break;
3225 }
3226 case "Rifle":
3227 {
3228 meleeAttType = AnimRangedWeaponType.Rifle;
3229 break;
3230 }
3231 }
3232 }
3233
3234 if (shoulderAttType == AnimRangedWeaponType.Shotgun || meleeAttType == AnimRangedWeaponType.Shotgun)
3235 return AnimRangedWeaponType.Shotgun;
3236
3237 if (shoulderAttType == AnimRangedWeaponType.Rifle || meleeAttType == AnimRangedWeaponType.Rifle)
3238 return AnimRangedWeaponType.Rifle;
3239
3240 return AnimRangedWeaponType.None;
3241 }