WORD CIVWeapon::GetClipSize() { if(m_pWeapon) { CIVWeaponInfo * pWeaponInfo = CGame::GetWeaponInfo(m_pWeapon->m_weaponType); if(pWeaponInfo) return pWeaponInfo->GetWeaponInfo()->m_wClipSize; } return 0; }
eWeaponSlot CIVWeapon::GetSlot() { if(m_pWeapon) { CIVWeaponInfo * pWeaponInfo = CGame::GetWeaponInfo(m_pWeapon->m_weaponType); if(pWeaponInfo) return pWeaponInfo->GetWeaponInfo()->m_slot; } return WEAPON_SLOT_UNARMED; }
void CIVPedWeapons::SetCurrentWeaponByType(eWeaponType weaponType) { if(m_pPedWeapons) { CIVWeaponInfo * pWeaponInfo = g_pCore->GetGame()->GetWeaponInfo(weaponType); if(pWeaponInfo) { eWeaponSlot weaponSlot = pWeaponInfo->GetWeaponInfo()->m_slot; if(m_pWeaponSlots[weaponSlot]->GetType() == weaponType) SetCurrentWeaponBySlot(weaponSlot); } } }
DWORD CIVPedWeapons::GetAmmoByType(eWeaponType weaponType) { if(m_pPedWeapons) { CIVWeaponInfo * pWeaponInfo = g_pCore->GetGame()->GetWeaponInfo(weaponType); if(pWeaponInfo) { eWeaponSlot weaponSlot = pWeaponInfo->GetWeaponInfo()->m_slot; if(m_pWeaponSlots[weaponSlot]->GetType() == weaponType) return GetAmmoBySlot(weaponSlot); } } return 0; }