bool IsWeaponItem(TF2BackpackItem asset, TF2Class @class) { if (!ShouldCraftAsset(asset)) { return(false); } var item = GetItemFromDefIndex(asset.DefIndex); if (item == null) { return(false); } if (!ShouldCraftItem(item, TF2CraftClass.Weapon)) { return(false); } if ((@class != TF2Class.Any) && !item.UsedByClasses.Contains(@class)) { return(false); } return(true); }
TF2BackpackItem GetWeaponFromInventory(TF2Class @class, List <TF2BackpackItem> weapons) { foreach (var asset in Backpack.Items) { if (!IsWeaponItem(asset, @class)) { continue; } if (weapons.Contains(asset)) { continue; } var item = GetItemFromDefIndex(asset.DefIndex); if (!IsSameClassesAssets(item, weapons)) { continue; } return(asset); } return(null); }
void GetWeaponsFromInventory( int numWeapons, TF2Class @class, List <TF2BackpackItem> weapons) { foreach (var asset in Backpack.Items) { weapons.Clear(); if (!IsWeaponItem(asset, @class)) { continue; } weapons.Add(asset); for (int i = 0; i < numWeapons - 1; ++i) { var item = GetWeaponFromInventory(@class, weapons); if (item == null) { continue; } weapons.Add(item); } if (weapons.Count == numWeapons) { return; } } }
void GetWeaponsFromInventory( int numWeapons, TF2Class @class, List<TF2BackpackItem> weapons) { foreach (var asset in Backpack.Items) { weapons.Clear(); if (!IsWeaponItem(asset, @class)) continue; weapons.Add(asset); for (int i = 0; i < numWeapons - 1; ++i) { var item = GetWeaponFromInventory(@class, weapons); if (item == null) continue; weapons.Add(item); } if (weapons.Count == numWeapons) return; } }
bool IsWeaponItem(TF2BackpackItem asset, TF2Class @class) { if (!ShouldCraftAsset(asset)) return false; var item = GetItemFromDefIndex(asset.DefIndex); if (item == null) return false; if (!ShouldCraftItem(item, TF2CraftClass.Weapon)) return false; if ((@class != TF2Class.Any) && !item.UsedByClasses.Contains(@class)) return false; return true; }
TF2BackpackItem GetWeaponFromInventory(TF2Class @class, List<TF2BackpackItem> weapons) { foreach (var asset in Backpack.Items) { if (!IsWeaponItem(asset, @class)) continue; if (weapons.Contains(asset)) continue; var item = GetItemFromDefIndex(asset.DefIndex); if (!IsSameClassesAssets(item, weapons)) continue; return asset; } return null; }