Esempio n. 1
0
        private void MapOnInteracted(MapProp mapProp, InventoryItemBase inventoryItem)
        {
            BuildableInventoryItem item = inventoryItem as BuildableInventoryItem;

            if (item != null)
            {
                switch (item.Id)
                {
                case "Tent":
                    Sleep(mapProp.Position);
                    break;

                case "Weapons Crate":
                    UseWeaponsCrate(mapProp);
                    break;

                case "Work Bench":
                    CraftAmmo();
                    break;
                }
                if (item.IsDoor)
                {
                    Prop prop = new Prop(mapProp.Handle);
                    prop.SetStateOfDoor(!prop.GetDoorLockState(), DoorState.Closed);
                }
            }
        }
Esempio n. 2
0
        private void InventoryOnBuildableUsed(BuildableInventoryItem item, Prop newProp)
        {
            if (_map == null)
            {
                Deserialize();
            }
            MapProp mapProp = new MapProp(item.Id, item.PropName, item.BlipSprite, item.BlipColor, item.GroundOffset, item.Interactable, item.IsDoor, item.CanBePickedUp, newProp.Rotation, newProp.Position, newProp.Handle, (item as WeaponStorageInventoryItem)?.WeaponsList);

            _map.Add(mapProp);
            ZombieVehicleSpawner.Instance.SpawnBlocker.Add(mapProp.Position);
        }
        private void MapOnInteracted(MapProp mapProp, InventoryItemBase inventoryItem)
        {
            BuildableInventoryItem buildableInventoryItem = inventoryItem as BuildableInventoryItem;

            if (buildableInventoryItem == null)
            {
                return;
            }
            string id = buildableInventoryItem.Id;

            if (!(id == "Tent"))
            {
                if (!(id == "Weapons Crate"))
                {
                    if (id == "Work Bench")
                    {
                        this.CraftAmmo();
                    }
                }
                else
                {
                    this.UseWeaponsCrate(mapProp);
                }
            }
            else
            {
                this.Sleep(mapProp.Position);
            }
            if (!buildableInventoryItem.IsDoor)
            {
                return;
            }
            Prop prop = new Prop(mapProp.Handle);

            prop.SetStateOfDoor(!prop.GetDoorLockState(), DoorState.Closed);
        }
Esempio n. 4
0
        private void InventoryOnItemUsed(InventoryItemBase item, ItemType type)
        {
            if (item == null || type == ItemType.Resource)
            {
                return;
            }
            int?eventArgument;

            if (System.Type.op_Equality(item.GetType(), typeof(FoodInventoryItem)))
            {
                FoodInventoryItem foodInventoryItem = (FoodInventoryItem)item;
                PlayerInventory.PlayerPed.get_Task().PlayAnimation(foodInventoryItem.AnimationDict, foodInventoryItem.AnimationName, 8f, foodInventoryItem.AnimationDuration, foodInventoryItem.AnimationFlags);
                // ISSUE: reference to a compiler-generated field
                PlayerInventory.OnUsedFoodEvent foodUsed = PlayerInventory.FoodUsed;
                if (foodUsed != null)
                {
                    foodUsed(foodInventoryItem, foodInventoryItem.FoodType);
                }
            }
            else if (System.Type.op_Equality(item.GetType(), typeof(WeaponInventoryItem)))
            {
                WeaponInventoryItem weapon = (WeaponInventoryItem)item;
                PlayerInventory.PlayerPed.get_Weapons().Give(weapon.Hash, weapon.Ammo, true, true);
                // ISSUE: reference to a compiler-generated field
                PlayerInventory.OnUsedWeaponEvent weaponUsed = PlayerInventory.WeaponUsed;
                if (weaponUsed != null)
                {
                    weaponUsed(weapon);
                }
            }
            else if (System.Type.op_Equality(item.GetType(), typeof(BuildableInventoryItem)) || System.Type.op_Equality(item.GetType(), typeof(WeaponStorageInventoryItem)))
            {
                if (PlayerInventory.PlayerPed.IsInVehicle())
                {
                    UI.Notify("You can't build while in a vehicle!");
                    return;
                }
                BuildableInventoryItem buildableInventoryItem = (BuildableInventoryItem)item;
                ItemPreview            itemPreview            = new ItemPreview();
                itemPreview.StartPreview(buildableInventoryItem.PropName, buildableInventoryItem.GroundOffset, buildableInventoryItem.IsDoor);
                while (!itemPreview.PreviewComplete)
                {
                    Script.Yield();
                }
                Prop result = itemPreview.GetResult();
                if (Entity.op_Equality((Entity)result, (Entity)null))
                {
                    return;
                }
                PlayerInventory.AddBlipToProp((IProp)buildableInventoryItem, buildableInventoryItem.Id, (Entity)result);
                // ISSUE: reference to a compiler-generated field
                PlayerInventory.OnUsedBuildableEvent buildableUsed = PlayerInventory.BuildableUsed;
                if (buildableUsed != null)
                {
                    buildableUsed(buildableInventoryItem, result);
                }
            }
            else if (System.Type.op_Equality(item.GetType(), typeof(UsableInventoryItem)))
            {
                foreach (UsableItemEvent itemEvent in ((UsableInventoryItem)item).ItemEvents)
                {
                    switch (itemEvent.Event)
                    {
                    case ItemEvent.GiveArmor:
                        eventArgument = itemEvent.EventArgument as int?;
                        int num1       = eventArgument ?? 0;
                        Ped playerPed1 = PlayerInventory.PlayerPed;
                        ((Entity)playerPed1).set_Health(((Entity)playerPed1).get_Health() + num1);
                        break;

                    case ItemEvent.GiveHealth:
                        eventArgument = itemEvent.EventArgument as int?;
                        int num2       = eventArgument ?? 0;
                        Ped playerPed2 = PlayerInventory.PlayerPed;
                        playerPed2.set_Armor(playerPed2.get_Armor() + num2);
                        break;
                    }
                }
            }
            else if (System.Type.op_Equality(item.GetType(), typeof(CraftableInventoryItem)) && !((CraftableInventoryItem)item).Validation.Invoke())
            {
                return;
            }
            this._inventory.AddItem(item, -1, type);
        }
Esempio n. 5
0
        private void InventoryOnItemUsed(InventoryItemBase item, ItemType type)
        {
            if (item != null && type != 0)
            {
                if (item.GetType() == typeof(FoodInventoryItem))
                {
                    FoodInventoryItem foodItem = (FoodInventoryItem)item;
                    PlayerPed.Task.PlayAnimation(foodItem.AnimationDict, foodItem.AnimationName, 8f, foodItem.AnimationDuration, foodItem.AnimationFlags);
                    PlayerInventory.FoodUsed?.Invoke(foodItem, foodItem.FoodType);
                }
                else if (item.GetType() == typeof(WeaponInventoryItem))
                {
                    WeaponInventoryItem weaponItem = (WeaponInventoryItem)item;
                    PlayerPed.Weapons.Give(weaponItem.Hash, weaponItem.Ammo, true, true);
                    PlayerInventory.WeaponUsed?.Invoke(weaponItem);
                }
                else if (item.GetType() == typeof(BuildableInventoryItem) || item.GetType() == typeof(WeaponStorageInventoryItem))
                {
                    if (PlayerPed.IsInVehicle())
                    {
                        UI.Notify("You can't build while in a vehicle!");
                        return;
                    }
                    BuildableInventoryItem buildableItem = (BuildableInventoryItem)item;
                    ItemPreview            preview       = new ItemPreview();
                    preview.StartPreview(buildableItem.PropName, buildableItem.GroundOffset, buildableItem.IsDoor);
                    while (!preview.PreviewComplete)
                    {
                        Script.Yield();
                    }
                    Prop result = preview.GetResult();
                    if (result == null)
                    {
                        return;
                    }
                    AddBlipToProp(buildableItem, buildableItem.Id, result);
                    PlayerInventory.BuildableUsed?.Invoke(buildableItem, result);
                }
                else if (item.GetType() == typeof(UsableInventoryItem))
                {
                    UsableInventoryItem usableItem = (UsableInventoryItem)item;
                    UsableItemEvent[]   events     = usableItem.ItemEvents;
                    UsableItemEvent[]   array      = events;
                    foreach (UsableItemEvent @event in array)
                    {
                        switch (@event.Event)
                        {
                        case ItemEvent.GiveArmor:
                        {
                            int arg        = (@event.EventArgument as int?) ?? 0;
                            Ped playerPed2 = new Ped(PlayerPed.Handle);
                            playerPed2.Health = playerPed2.Health + arg;
                            break;
                        }

                        case ItemEvent.GiveHealth:
                        {
                            int arg2      = (@event.EventArgument as int?) ?? 0;
                            Ped playerPed = new Ped(PlayerPed.Handle);
                            playerPed.Armor = playerPed.Armor + arg2;
                            break;
                        }
                        }
                    }
                }
                else if (item.GetType() == typeof(CraftableInventoryItem))
                {
                    CraftableInventoryItem craftableItem = (CraftableInventoryItem)item;
                    if (!craftableItem.Validation())
                    {
                        return;
                    }
                }
                _inventory.AddItem(item, -1, type);
            }
        }