コード例 #1
0
ファイル: WeaponFeature.cs プロジェクト: betenner/betrainer
 /// <summary>
 /// Applies weapon set to player
 /// </summary>
 /// <param name="set">Weapon set</param>
 public static void ApplyWeaponSet(WeaponSet set)
 {
     foreach (SavedWeaponItem item in set.Weapons)
     {
         Function.Call(Hash.GIVE_WEAPON_TO_PED, Game.Player.Character.Handle, item.Hash, 1000, 0, 0);
         Function.Call(Hash.SET_PED_AMMO, Game.Player.Character.Handle, item.Hash, item.AmmoInWeapon);
         Function.Call(Hash.SET_AMMO_IN_CLIP, Game.Player.Character.Handle, item.Hash, item.AmmoInClip);
         if (item.HasTint)
         {
             Function.Call(Hash.SET_PED_WEAPON_TINT_INDEX, Game.Player.Character.Handle, item.Hash, item.Tint);
         }
         if (item.HasAttachment != null)
         {
             for (int i = 0; i < item.HasAttachment.Length; i++)
             {
                 bool has = item.HasAttachment[i];
                 int hash = Function.Call<int>(Hash.GET_HASH_KEY, item.Data.GetAttachmentData(i).InternalValue);
                 if (has)
                 {
                     Function.Call(Hash.GIVE_WEAPON_COMPONENT_TO_PED, Game.Player.Character.Handle, item.Hash, hash);
                 }
                 else
                 {
                     Function.Call(Hash.REMOVE_WEAPON_COMPONENT_FROM_PED, Game.Player.Character.Handle, item.Hash, hash);
                 }
             }
         }
     }
     if (set.HasParachute)
     {
         Function.Call(Hash.GIVE_DELAYED_WEAPON_TO_PED, Game.Player.Character.Handle, WeaponStorage.PARACHUTE_HASH, 1, 0);
     }
     Function.Call(Hash.SET_PED_ARMOUR, Game.Player.Character.Handle, set.Armor);
 }
コード例 #2
0
ファイル: WeaponFeature.cs プロジェクト: betenner/betrainer
            /// <summary>
            /// Gets the current player's weapon set
            /// </summary>
            /// <returns></returns>
            public static unsafe WeaponSet GetCurrentWeaponSet()
            {
                WeaponSet weaponSet = new WeaponSet();
                List<SavedWeaponItem> items = new List<SavedWeaponItem>(WeaponStorage.TOTAL_WEAPONS_SLOTS);
                for (int i = 0; i < WeaponStorage.WEAPON_CATEGORY_COUNT; i++)
                {
                    for (int j = 0; j < WeaponStorage.WEAPONS[i].Length; j++)
                    {
                        WeaponData weapon = WeaponStorage.WEAPONS[i][j];
                        int weaponHash = Function.Call<int>(Hash.GET_HASH_KEY, weapon.InternalValue);
                        if (Function.Call<bool>(Hash.HAS_PED_GOT_WEAPON, Game.Player.Character.Handle, weaponHash, 0))
                        {
                            SavedWeaponItem item = new SavedWeaponItem();
                            item.Data = weapon;
                            item.Hash = weaponHash;
                            item.AmmoInWeapon = Function.Call<int>(Hash.GET_AMMO_IN_PED_WEAPON, Game.Player.Character.Handle, weaponHash);
                            int ammoInClip = 0;
                            Function.Call(Hash.GET_AMMO_IN_CLIP, Game.Player.Character.Handle, weaponHash, &ammoInClip);
                            item.AmmoInClip = ammoInClip;
                            if (weapon.HasTint)
                            {
                                item.HasTint = true;
                                item.Tint = Function.Call<int>(Hash.GET_PED_WEAPON_TINT_INDEX, Game.Player.Character.Handle, weaponHash);
                            }
                            if (weapon.AttachmentCount > 0)
                            {
                                item.HasAttachment = new bool[weapon.AttachmentCount];
                                for (int k = 0; k < weapon.AttachmentCount; k++)
                                {
                                    WeaponAttachmentData attachment = weapon.GetAttachmentData(k);
                                    int attachmentHash = Function.Call<int>(Hash.GET_HASH_KEY, attachment.InternalValue);
                                    item.HasAttachment[k] = Function.Call<bool>(Hash.HAS_PED_GOT_WEAPON_COMPONENT, Game.Player.Character.Handle, weaponHash, attachmentHash);
                                }
                            }
                            items.Add(item);
                        }
                    }
                }
                weaponSet.Weapons = items.ToArray();
                weaponSet.HasParachute = Function.Call<bool>(Hash.HAS_PED_GOT_WEAPON, Game.Player.Character.Handle, WeaponStorage.PARACHUTE_HASH, 0);
                weaponSet.Armor = Function.Call<int>(Hash.GET_PED_ARMOUR, Game.Player.Character.Handle);

                return weaponSet;
            }