public static bool SetArmor(ItemClothingAsset asset, float armor) { if (Fields.Clothing_Armor == null) { LogError("Setting armor of Item ID {0}", asset.id); return(false); } Fields.Clothing_Armor.SetValue(asset, armor); return(true); }
internal static void Modify(ItemModification modification) { ItemAsset asset = (ItemAsset)Assets.find(EAssetType.ITEM, modification.ID); if (asset == null) { LogError("Item ID {0} is invalid.", modification.ID); return; } if (asset.isPro) { LogError("Item ID {0} is a cosmetic.", modification.ID); return; } if (modification.Height.HasValue || modification.Width.HasValue) { if (asset is ItemBagAsset) { ItemBagAsset bagAsset = asset as ItemBagAsset; if (modification.Width.HasValue) { SetWidth(bagAsset, modification.Width.Value); } if (modification.Height.HasValue) { SetHeight(bagAsset, modification.Height.Value); } } else { LogError("Item ID {0} isn't a clothing item with storage.", modification.ID); } } if (modification.Health.HasValue) { if (asset is ItemBarricadeAsset) { SetHealth(asset as ItemBarricadeAsset, modification.Health.Value); } else if (asset is ItemStructureAsset) { SetHealth(asset as ItemStructureAsset, modification.Health.Value); } else { LogError("Item ID {0} isn't a structure or barricade.", modification.ID); } } if (modification.PlayerDamage.HasValue || modification.PlayerLegMultiplier.HasValue || modification.PlayerArmMultiplier.HasValue || modification.PlayerSpineMultiplier.HasValue || modification.PlayerSkullMultiplier.HasValue || modification.ZombieDamage.HasValue || modification.ZombieLegMultiplier.HasValue || modification.ZombieArmMultiplier.HasValue || modification.ZombieSpineMultiplier.HasValue || modification.ZombieSkullMultiplier.HasValue || modification.AnimalDamage.HasValue || modification.AnimalLegMultiplier.HasValue || modification.AnimalSpineMultiplier.HasValue || modification.AnimalSkullMultiplier.HasValue || modification.BarricadeDamage.HasValue || modification.StructureDamage.HasValue || modification.VehicleDamage.HasValue || modification.ResourceDamage.HasValue || modification.ObjectDamage.HasValue || modification.Invulnerable.HasValue) // Isn't this pretty? RE: epik { if (asset is ItemWeaponAsset) { ItemWeaponAsset weaponAsset = asset as ItemWeaponAsset; if (modification.PlayerDamage.HasValue) { SetPlayerDamage(weaponAsset, modification.PlayerDamage.Value); } if (modification.PlayerLegMultiplier.HasValue) { SetPlayerLegMultiplier(weaponAsset, modification.PlayerLegMultiplier.Value); } if (modification.PlayerArmMultiplier.HasValue) { SetPlayerArmMultiplier(weaponAsset, modification.PlayerArmMultiplier.Value); } if (modification.PlayerSpineMultiplier.HasValue) { SetPlayerSpineMultiplier(weaponAsset, modification.PlayerSpineMultiplier.Value); } if (modification.PlayerSkullMultiplier.HasValue) { SetPlayerSkullMultiplier(weaponAsset, modification.PlayerSkullMultiplier.Value); } if (modification.ZombieDamage.HasValue) { SetZombieDamage(weaponAsset, modification.ZombieDamage.Value); } if (modification.ZombieLegMultiplier.HasValue) { SetZombieLegMultiplier(weaponAsset, modification.ZombieLegMultiplier.Value); } if (modification.ZombieArmMultiplier.HasValue) { SetZombieArmMultiplier(weaponAsset, modification.ZombieArmMultiplier.Value); } if (modification.ZombieSpineMultiplier.HasValue) { SetZombieSpineMultiplier(weaponAsset, modification.ZombieSpineMultiplier.Value); } if (modification.ZombieSkullMultiplier.HasValue) { SetZombieSkullMultiplier(weaponAsset, modification.ZombieSkullMultiplier.Value); } if (modification.AnimalDamage.HasValue) { SetAnimalDamage(weaponAsset, modification.AnimalDamage.Value); } if (modification.AnimalLegMultiplier.HasValue) { SetAnimalLegMultiplier(weaponAsset, modification.AnimalLegMultiplier.Value); } if (modification.AnimalSpineMultiplier.HasValue) { SetAnimalSpineMultiplier(weaponAsset, modification.AnimalSpineMultiplier.Value); } if (modification.AnimalSkullMultiplier.HasValue) { SetAnimalSkullMultiplier(weaponAsset, modification.AnimalSkullMultiplier.Value); } if (modification.BarricadeDamage.HasValue) { SetBarricadeDamage(weaponAsset, modification.BarricadeDamage.Value); } if (modification.StructureDamage.HasValue) { SetStructureDamage(weaponAsset, modification.StructureDamage.Value); } if (modification.VehicleDamage.HasValue) { SetVehicleDamage(weaponAsset, modification.VehicleDamage.Value); } if (modification.ResourceDamage.HasValue) { SetResourceDamage(weaponAsset, modification.ResourceDamage.Value); } if (modification.ObjectDamage.HasValue) { SetObjectDamage(weaponAsset, modification.ObjectDamage.Value); } if (modification.Invulnerable.HasValue) { SetIsInvulnerable(weaponAsset, modification.Invulnerable.Value); } } else { LogError("Item ID {0} isn't a weapon.", modification.ID); } } if (modification.Caliber.HasValue || modification.Range.HasValue || modification.SpreadAim.HasValue || modification.SpreadHip.HasValue || modification.Muzzle.HasValue) { if (asset is ItemWeaponAsset) { ItemGunAsset gunAsset = asset as ItemGunAsset; if (modification.Caliber.HasValue) { SetCaliber(gunAsset, modification.Caliber.Value); } if (modification.Range.HasValue) { SetRange(gunAsset, modification.Range.Value); } if (modification.SpreadAim.HasValue) { SetSpreadAim(gunAsset, modification.SpreadAim.Value); } if (modification.SpreadHip.HasValue) { SetSpreadHip(gunAsset, modification.SpreadHip.Value); } if (modification.Muzzle.HasValue) { SetMuzzle(gunAsset, modification.Muzzle.Value); } } else { LogError("Item ID {0} isn't a gun.", modification.ID); } } if (modification.Explosion.HasValue) { if (asset is ItemStructureAsset) { SetExplosion(asset as ItemStructureAsset, modification.Explosion.Value); } else if (asset is ItemBarricadeAsset) { SetExplosion(asset as ItemBarricadeAsset, modification.Explosion.Value); } else if (asset is ItemGunAsset) { SetExplosion(asset as ItemGunAsset, modification.Explosion.Value); } else { LogError("Item ID {0} doesn't have an explosion tag."); } } if (modification.BallisticDrop.HasValue || modification.Braked.HasValue || modification.Silenced.HasValue || modification.Volume.HasValue) { if (asset is ItemBarrelAsset) { ItemBarrelAsset barrelAsset = asset as ItemBarrelAsset; if (modification.BallisticDrop.HasValue) { SetBallisticDrop(barrelAsset, modification.BallisticDrop.Value); } if (modification.Braked.HasValue) { SetIsBraked(barrelAsset, modification.Braked.Value); } if (modification.Silenced.HasValue) { SetIsSilenced(barrelAsset, modification.Silenced.Value); } if (modification.Volume.HasValue) { SetVolume(barrelAsset, modification.Volume.Value); } } else { LogError("Item ID {0} isn't a barrel."); } } if (modification.Armor.HasValue) { if (asset is ItemClothingAsset) { ItemClothingAsset clothingAsset = asset as ItemClothingAsset; if (modification.Armor.HasValue) { SetArmor(clothingAsset, modification.Armor.Value); } } else { LogError("Item ID {0} isn't a clothing."); } } }