private void setAmmoForWeaponType(string weaponType, int ammoCount) { WeaponCollection playerWeapons = Game.PlayerPed.Weapons; List <WeaponHash> weaponTypeHashes = getHashesForWeaponType(weaponType); weaponTypeHashes.ForEach(o => { if (playerWeapons.HasWeapon(o)) { playerWeapons[o].Ammo = ammoCount; } }); }
private void SaveLoadout() { WeaponCollection loadout = Game.Player.Character.Weapons; foreach (WeaponHash weapon in Enum.GetValues(typeof(WeaponHash))) { if (loadout.HasWeapon(weapon)) { string name = Enum.GetName(typeof(WeaponHash), weapon); ini.SetValue <bool>("Save", name, true); ini.SetValue <int>("Save", name + "ammo", loadout[weapon].Ammo); ini.SetValue <int>("Save", name + "tint", (int)loadout[weapon].Tint); var components = loadout[weapon].Components; for (int i = 0; i < components.ClipVariationsCount; i++) { ini.SetValue <bool>("Save", name + "clip" + i.ToString(), components.GetClipComponent(i).Active); } if (Loadout.HasFlashLight(weapon)) { ini.SetValue <bool>("Save", name + "light", components.GetFlashLightComponent().Active); } for (int i = 0; i < components.ScopeVariationsCount; i++) { ini.SetValue <bool>("Save", name + "scope" + i.ToString(), components.GetScopeComponent(i).Active); } if (Loadout.HasSuppressor(weapon)) { ini.SetValue <bool>("Save", name + "suppressor", components.GetSuppressorComponent().Active); } } else { ini.SetValue <bool>("Save", Enum.GetName(typeof(WeaponHash), weapon), false); } } }