private void WriteSelectedWeapon() { if (!m_suppressWritingSelectedWeapon) { TheEditor.SetGlobal(GlobalVariable.PlayerWeapon, (int)(Weapon ?? Types.Weapon.Fists)); } }
public void SetSpawnPointInterior() { if (m_isUpdatingSpawnInterior) { return; } switch (SpawnInterior) { case SafeHouse.Portland: TheEditor.SetGlobal(GlobalVariable.CurrentInterior, (int)SafeHouse.Portland); SpawnPoint = PortlandSpawnPoint; SpawnHeading = 180; break; case SafeHouse.Staunton: TheEditor.SetGlobal(GlobalVariable.CurrentInterior, (int)SafeHouse.Staunton); SpawnPoint = StauntonSpawnPoint; SpawnHeading = 180; break; case SafeHouse.Shoreside: TheEditor.SetGlobal(GlobalVariable.CurrentInterior, (int)SafeHouse.Shoreside); SpawnPoint = ShoresideSpawnPoint; SpawnHeading = 180; break; } }
public void UpdateFloatValue() { if (SelectedItem != null) { float oldVal = TheEditor.GetGlobalAsFloat(SelectedItem.Index); float newVal = SelectedItem.FloatValue; if (oldVal != newVal) { TheEditor.SetGlobal(SelectedItem.Index, newVal); } } }
public void UpdateIntValue() { if (SelectedItem != null) { int oldVal = TheEditor.GetGlobal(SelectedItem.Index); int newVal = SelectedItem.IntValue; if (oldVal != newVal) { TheEditor.SetGlobal(SelectedItem.Index, newVal); } } }
public void WriteSlot(int index) { IReadOnlyList <Weapon> slotWeapons; Weapon?weapon; int ammo; if (m_isReadingWeaponSlot || m_isWritingWeaponSlot) { return; } m_isWritingWeaponSlot = true; if (index == 0) { TheEditor.SetGlobal(WeaponVars[Types.Weapon.BrassKnuckles], (Slot0Weapon == Types.Weapon.BrassKnuckles) ? 1 : 0); goto Cleanup; } switch (index) { case 1: slotWeapons = Slot1Weapons; weapon = Slot1Weapon; ammo = Slot1Ammo; break; case 2: slotWeapons = Slot2Weapons; weapon = Slot2Weapon; ammo = Slot2Ammo; break; case 3: slotWeapons = Slot3Weapons; weapon = Slot3Weapon; ammo = Slot3Ammo; break; case 4: slotWeapons = Slot4Weapons; weapon = Slot4Weapon; ammo = Slot4Ammo; break; case 5: slotWeapons = Slot5Weapons; weapon = Slot5Weapon; ammo = Slot5Ammo; break; case 6: slotWeapons = Slot6Weapons; weapon = Slot6Weapon; ammo = Slot6Ammo; break; case 7: slotWeapons = Slot7Weapons; weapon = Slot7Weapon; ammo = Slot7Ammo; break; case 8: slotWeapons = Slot8Weapons; weapon = Slot8Weapon; ammo = Slot8Ammo; break; case 9: slotWeapons = Slot9Weapons; weapon = Slot9Weapon; ammo = Slot9Ammo; break; default: throw new InvalidOperationException($"Bad weapon slot number: {index}"); } foreach (Weapon w in slotWeapons) { TheEditor.SetGlobal(WeaponVars[w], (w == weapon) ? ammo : 0); } switch (index) { case 1: Slot1Weapon = weapon; break; case 2: Slot2Weapon = weapon; break; case 3: Slot3Weapon = weapon; break; case 4: Slot4Weapon = weapon; break; case 5: Slot5Weapon = weapon; break; case 6: Slot6Weapon = weapon; break; case 7: Slot7Weapon = weapon; break; case 8: Slot8Weapon = weapon; break; case 9: Slot9Weapon = weapon; break; } Cleanup: UpdateInventory(); m_isWritingWeaponSlot = false; }