private void ApplyWeaponSpecificOptions(ItemTable definition)
{
if (definition.WeaponDamageMin > 0)
{
Attributes[GameAttribute.Attacks_Per_Second_Item] += definition.AttacksPerSecond;
//scripted //Attributes[GameAttribute.Attacks_Per_Second_Item_Subtotal] += definition.AttacksPerSecond;
//scripted //Attributes[GameAttribute.Attacks_Per_Second_Item_Total] += definition.AttacksPerSecond;
Attributes[GameAttribute.Damage_Weapon_Min, 0] += definition.WeaponDamageMin;
//scripted //Attributes[GameAttribute.Damage_Weapon_Min_Total, 0] += definition.WeaponDamageMin;
Attributes[GameAttribute.Damage_Weapon_Delta, 0] += definition.WeaponDamageDelta;
//scripted //Attributes[GameAttribute.Damage_Weapon_Delta_SubTotal, 0] += definition.WeaponDamageDelta;
//scripted //Attributes[GameAttribute.Damage_Weapon_Delta_Total, 0] += definition.WeaponDamageDelta;
//scripted //Attributes[GameAttribute.Damage_Weapon_Max, 0] += Attributes[GameAttribute.Damage_Weapon_Min, 0] + Attributes[GameAttribute.Damage_Weapon_Delta, 0];
//scripted //Attributes[GameAttribute.Damage_Weapon_Max_Total, 0] += Attributes[GameAttribute.Damage_Weapon_Min_Total, 0] + Attributes[GameAttribute.Damage_Weapon_Delta_Total, 0];
//scripted //Attributes[GameAttribute.Damage_Weapon_Min_Total_All] = definition.WeaponDamageMin;
//scripted //Attributes[GameAttribute.Damage_Weapon_Delta_Total_All] = definition.WeaponDamageDelta;
}
}