public static void SetCombatAttributes(this Ped ped, CombatAttributes attribute, bool enabled)
 {
     Function.Call((Hash) - 6955927877681029095L, new InputArgument[3]
     {
         InputArgument.op_Implicit(((Entity)ped).get_Handle()),
         InputArgument.op_Implicit((int)attribute),
         InputArgument.op_Implicit(enabled)
     });
 }
Beispiel #2
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 public static void SetCombatAttributes(this Ped ped, CombatAttributes attribute, bool enabled)
 {
     Function.Call(GTA.Native.Hash.SET_PED_COMBAT_ATTRIBUTES, (InputArgument[])new InputArgument[3]
     {
         ped.Handle,
         (int)attribute,
         enabled
     });
 }
 public ItemWieldable(string name, EquipmentSlot slot, CombatAttributes attributes)
     : base(name)
 {
     BonusAttributes = attributes;
     Slot = slot;
 }
Beispiel #4
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 /// <summary>
 /// Set combat attributes.
 /// </summary>
 public static void SetCombatAttributes(this Ped ped, CombatAttributes attributes, bool enabled)
 {
     Function.Call(Hash.SET_PED_COMBAT_ATTRIBUTES, ped.Handle, (int)attributes, enabled);
 }
 public CombatAttributeEditor(CombatAttributes combat) : base(combat)
 {
     _combat = combat ?? throw new ArgumentNullException(nameof(combat));
 }
 public Race(string name, CombatAttributes baseAttributes, CombatAttributes perLevel)
 {
     Name = name;
     BaseAttributes = baseAttributes;
     AttributesPerLevel = perLevel;
 }
Beispiel #7
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 /// <summary>
 /// /// Sets a combat attribute of a <see cref="Ped"/>.
 /// /// </summary>
 /// /// <param name="combatAttribute">The combat attribute</param>
 /// /// <param name="state">The state of the combat attribute</param>
 public void SetCombatAttribute(CombatAttributes combatAttribute, bool state)
 {
     Function.Call(Hash.SET_PED_COMBAT_ATTRIBUTES, Handle, (int)combatAttribute, state);
 }