public static void SetCombatAttributes(this Ped ped, CombatAttributes attribute, bool enabled) { Function.Call((Hash) - 6955927877681029095L, new InputArgument[3] { InputArgument.op_Implicit(((Entity)ped).get_Handle()), InputArgument.op_Implicit((int)attribute), InputArgument.op_Implicit(enabled) }); }
public static void SetCombatAttributes(this Ped ped, CombatAttributes attribute, bool enabled) { Function.Call(GTA.Native.Hash.SET_PED_COMBAT_ATTRIBUTES, (InputArgument[])new InputArgument[3] { ped.Handle, (int)attribute, enabled }); }
public ItemWieldable(string name, EquipmentSlot slot, CombatAttributes attributes) : base(name) { BonusAttributes = attributes; Slot = slot; }
/// <summary> /// Set combat attributes. /// </summary> public static void SetCombatAttributes(this Ped ped, CombatAttributes attributes, bool enabled) { Function.Call(Hash.SET_PED_COMBAT_ATTRIBUTES, ped.Handle, (int)attributes, enabled); }
public CombatAttributeEditor(CombatAttributes combat) : base(combat) { _combat = combat ?? throw new ArgumentNullException(nameof(combat)); }
public Race(string name, CombatAttributes baseAttributes, CombatAttributes perLevel) { Name = name; BaseAttributes = baseAttributes; AttributesPerLevel = perLevel; }
/// <summary> /// /// Sets a combat attribute of a <see cref="Ped"/>. /// /// </summary> /// /// <param name="combatAttribute">The combat attribute</param> /// /// <param name="state">The state of the combat attribute</param> public void SetCombatAttribute(CombatAttributes combatAttribute, bool state) { Function.Call(Hash.SET_PED_COMBAT_ATTRIBUTES, Handle, (int)combatAttribute, state); }