}
public void spawnItem(ITEM id)
{
float opt = 0;
BonusItem item = null;
switch(id)
{
/* PERMANENT */
/* GUN */
/* DELAY */
case P_GUN_DELAY_HIGH:
opt += 2;
case P_GUN_DELAY_MED:
opt += 2;
case P_GUN_DELAY_LOW:
opt += 2;
break;
/* RECOIL */
case P_GUN_SPREADING_HIGH:
opt += 0.3f;
case P_GUN_SPREADING_MED:
opt += 0.3f;
case P_GUN_SPREADING_LOW:
opt += 0.3f;
break;
/* POWER */
case P_GUN_POWER_HIGH:
opt += 5;
case P_GUN_POWER_MED:
opt += 5;
case P_GUN_POWER_LOW:
opt += 5;
break;
/* RELOAD */
case P_GUN_RELOAD_HIGH:
opt += 1.25;
case P_GUN_RELOAD_MED:
opt += 1.25;
case P_GUN_RELOAD_LOW:
opt += 1.25;
break;
/* UPGRADES */
/* JUMP UP */
case P_UPG_FREE_JUMP_LOW:
opt++;
case P_UPG_FREE_JUMP_MAX:
break;
/* HOLY LIGHT */
case P_UPG_STRONG_LIGHT:
opt++;
break;
case P_UPG_LIGHT:
opt++;
break;
case P_UPG_SMALL_LIGHT:
opt++;
break;
/* OTHERS */
/* REPAIR */
case P_OTHER_REPAIR_ADD_HIGH:
opt += 0.0009;
case P_OTHER_REPAIR_ADD_MED:
opt += 0.0009;
case P_OTHER_REPAIR_ADD_LOW:
opt += 0.0009;
break;
/* HP UP */
case P_OTHER_HPUP_HIGH:
opt += 20;
case P_OTHER_HPUP_MED:
opt += 20;
case P_OTHER_HPUP_LOW:
opt += 20;
break;
/* INSTANT */
/* HEAL */
case I_HEAL_PERC:
opt = 33;
break;
default: break;
}
item = new BonusItem(opt, false);
item.setID(id);
item_array.add(item);
}