Example #1
0
        private void Rearm()
        {
            bool usePrefixPistolModel = SettingsIni.GetValueBool("UsePrefixPistolModel", "WorldSettings", false);

            Weapon PrimaryWeapon1, PrimaryWeapon2, PrefixPistol = new Weapon();
            int    PrimaryAmmo1, PrimaryAmmo2, PistolAmmo;

            try
            {
                switch ((Weapon)Enum.Parse(typeof(Weapon), SettingsIni.GetValueString("PrimaryWeapon1", "WorldSettings"), true))
                {
                // Default (when no value is present), then cases
                // Handles SMG, Rifles, Sniper Rifles, and Heavy Weapons
                // Runs on Episodic Check
                default: PrimaryWeapon1 = Weapon.SMG_MP5; break;

                case Weapon.Rifle_AK47: PrimaryWeapon1 = Weapon.Rifle_AK47; break;

                case Weapon.Rifle_M4: PrimaryWeapon1 = Weapon.Rifle_M4; break;

                case Weapon.TBOGT_AdvancedMG:
                    if (currentGameEpPlatform == GameEpisode.TBOGT)
                    {
                        PrimaryWeapon1 = Weapon.TBOGT_AdvancedMG;     // M249
                    }
                    else
                    {
                        PrimaryWeapon1 = Weapon.Rifle_M4;
                    }
                    break;

                case Weapon.TBOGT_AdvancedSniper:
                    if (currentGameEpPlatform == GameEpisode.TBOGT)
                    {
                        PrimaryWeapon1 = Weapon.TBOGT_AdvancedSniper;     // DSR-1
                    }
                    else
                    {
                        PrimaryWeapon1 = Weapon.SniperRifle_M40A1;
                    }
                    break;

                case Weapon.SMG_MP5: PrimaryWeapon1 = Weapon.SMG_MP5; break;

                case Weapon.SniperRifle_Basic: PrimaryWeapon1 = Weapon.SniperRifle_Basic; break;

                case Weapon.SniperRifle_M40A1: PrimaryWeapon1 = Weapon.SniperRifle_M40A1; break;

                case Weapon.Heavy_RocketLauncher: PrimaryWeapon1 = Weapon.Heavy_RocketLauncher; break;

                case Weapon.TBOGT_AssaultSMG:
                    if (currentGameEpPlatform == GameEpisode.TBOGT)
                    {
                        PrimaryWeapon1 = Weapon.TBOGT_AssaultSMG;     // P90
                    }
                    else
                    {
                        PrimaryWeapon1 = Weapon.SMG_MP5;
                    }
                    break;

                case (Weapon)21:     // HK69A1 40mm (this is, however, assigned in Rifle class if using My Realistic WeaponInfo v5)
                    if (currentGameEpPlatform == GameEpisode.TLAD)
                    {
                        PrimaryWeapon1 = Weapon.TLAD_GrenadeLauncher;
                    }
                    else if (currentGameEpPlatform == GameEpisode.TBOGT)
                    {
                        PrimaryWeapon1 = Weapon.TBOGT_GrenadeLauncher;
                    }
                    else
                    {
                        PrimaryWeapon1 = Weapon.Heavy_RocketLauncher;      // Defaulted to the Rocket Launcher if you are using vanilla WeaponInfo
                    }
                    break;
                }
                switch ((Weapon)Enum.Parse(typeof(Weapon), SettingsIni.GetValueString("PrimaryWeapon2", "WorldSettings"), true))
                {
                default: PrimaryWeapon2 = Weapon.Shotgun_Baretta; break;

                case Weapon.Shotgun_Baretta: PrimaryWeapon2 = Weapon.Shotgun_Baretta; break;

                case Weapon.Shotgun_Basic: PrimaryWeapon2 = Weapon.Shotgun_Basic; break;

                case Weapon.TBOGT_ExplosiveShotgun:
                    if (currentGameEpPlatform == GameEpisode.TBOGT)
                    {
                        PrimaryWeapon2 = Weapon.TBOGT_ExplosiveShotgun;     // AA-12 12ga Frag-12
                    }
                    else
                    {
                        PrimaryWeapon2 = Weapon.Shotgun_Baretta;
                    }
                    break;

                case Weapon.TBOGT_NormalShotgun:
                    if (currentGameEpPlatform == GameEpisode.TBOGT)
                    {
                        PrimaryWeapon2 = Weapon.TBOGT_NormalShotgun;     // AA-12 Shotgun
                    }
                    else
                    {
                        PrimaryWeapon2 = Weapon.Shotgun_Baretta;
                    }
                    break;

                case Weapon.TLAD_AssaultShotgun:
                    if (currentGameEpPlatform == GameEpisode.TLAD)
                    {
                        PrimaryWeapon2 = Weapon.TLAD_AssaultShotgun;     // Striker
                    }
                    else
                    {
                        PrimaryWeapon2 = Weapon.Shotgun_Baretta;
                    }
                    break;

                case Weapon.TLAD_SawedOffShotgun:
                    if (currentGameEpPlatform == GameEpisode.TLAD)
                    {
                        PrimaryWeapon2 = Weapon.TLAD_SawedOffShotgun;     // Lupara?
                    }
                    else
                    {
                        PrimaryWeapon2 = Weapon.Shotgun_Basic;
                    }
                    break;
                }
            }
            catch (Exception ex)
            {
                Log.Error("Error on getting weapon data: " + ex, this);
                return;
            }

            try
            {
                // Get ammo counts (if empty will be defaulted to original clip size based on My Realistic Weapon Mod v5)
                // First Primary Weapon will be categorized for its weapon type (Heavy Weapons will have ammo set to 3, regardless of settings made)
                if (PrimaryWeapon1 == Weapon.Heavy_RocketLauncher || PrimaryWeapon1 == (Weapon)21)
                {
                    PrimaryAmmo1 = 3;
                }
                else
                {
                    PrimaryAmmo1 = SettingsIni.GetValueInteger("PrimaryAmmo1", "WorldSettings", 30);
                }
                PrimaryAmmo2 = SettingsIni.GetValueInteger("PrimaryAmmo2", "WorldSettings", 8);
                PistolAmmo   = SettingsIni.GetValueInteger("PistolAmmo", "WorldSettings", 15);
            }
            catch (Exception ex)
            {
                Log.Error("Error on getting weapon ammunition data: " + ex, this);
                return;
            }

            // Checks if the prefix pistol model value returned true
            if (usePrefixPistolModel)
            {
                try
                {
                    switch ((Weapon)Enum.Parse(typeof(Weapon), SettingsIni.GetValueString("PrefixPistolModel", "WorldSettings"), true))
                    {
                    default: PrefixPistol = Weapon.Handgun_Glock; break;

                    case Weapon.Handgun_Glock: PrefixPistol = Weapon.Handgun_Glock; break;

                    case Weapon.Handgun_DesertEagle: PrefixPistol = Weapon.Handgun_DesertEagle; break;

                    case Weapon.TLAD_Automatic9mm:
                        if (currentGameEpPlatform == GameEpisode.TLAD)
                        {
                            PrefixPistol = Weapon.TLAD_Automatic9mm;     // CZ75-Auto
                        }
                        else
                        {
                            PrefixPistol = Weapon.Handgun_Glock;
                        }
                        break;

                    case Weapon.TBOGT_Pistol44:
                        if (currentGameEpPlatform == GameEpisode.TBOGT)
                        {
                            PrefixPistol = Weapon.TBOGT_Pistol44;     // SA Auto .44
                        }
                        else
                        {
                            PrefixPistol = Weapon.Handgun_DesertEagle;
                        }
                        break;
                    }
                }
                catch (Exception ex)
                {
                    Log.Error("Error on getting weapon data: " + ex, this);
                    return;
                }
            }

            try
            {
                // First primary depend on the weapon slot
                LPlayer.LocalPlayer.Ped.Weapons.FromType(PrimaryWeapon1).Ammo += PrimaryAmmo1;

                // Second primary have their own slot: Shotguns
                LPlayer.LocalPlayer.Ped.Weapons.FromType(PrimaryWeapon2).Ammo += PrimaryAmmo2;

                // Secondary is pistol
                if (usePrefixPistolModel)
                {
                    LPlayer.LocalPlayer.Ped.Weapons.FromType(PrefixPistol).Ammo += PistolAmmo;
                }
                else if (LPlayer.LocalPlayer.Ped.Weapons.inSlot(WeaponSlot.Handgun) == null)
                {
                    LPlayer.LocalPlayer.Ped.Weapons.Glock.Ammo = PistolAmmo;
                }
                else
                {
                    LPlayer.LocalPlayer.Ped.Weapons.inSlot(WeaponSlot.Handgun).Ammo += PistolAmmo;
                }

                // Free Grenades! (If you have other throwables, it'll be added)
                if (LPlayer.LocalPlayer.Ped.Weapons.inSlot(WeaponSlot.Thrown) == null)
                {
                    LPlayer.LocalPlayer.Ped.Weapons.Grenades.Ammo = 3;
                }
                else
                {
                    LPlayer.LocalPlayer.Ped.Weapons.inSlot(WeaponSlot.Thrown).Ammo += 3;
                }
            }
            catch (Exception ex)
            {
                Log.Error("Cannot apply weapons to player: " + ex, this);
                Functions.PrintText("Cannot apply weapons to player, check LCPDFR.log for errors", 3000);
            }
        }