bool CClientDFF::ReplacePedModel(RpClump* pClump, ushort usModel, bool bAlphaTransparency) { // Stream out all the weapon models with matching ID. // Streamer will stream them back in async after a frame // or so. m_pManager->GetPedManager()->RestreamPeds(usModel); // Grab the model info for that model and replace the model CModelInfo* pModelInfo = g_pGame->GetModelInfo(usModel); pModelInfo->SetCustomModel(pClump); pModelInfo->SetAlphaTransparencyEnabled(bAlphaTransparency); // Remember that we've replaced that weapon model m_Replaced.push_back(usModel); // Success return true; }
bool CClientDFF::ReplaceVehicleModel(RpClump* pClump, ushort usModel, bool bAlphaTransparency) { // Make sure previous model+collision is loaded m_pManager->GetModelRequestManager()->RequestBlocking(usModel, "CClientDFF::ReplaceVehicleModel"); // Grab the model info for that model and replace the model CModelInfo* pModelInfo = g_pGame->GetModelInfo(usModel); pModelInfo->SetCustomModel(pClump); pModelInfo->SetAlphaTransparencyEnabled(bAlphaTransparency); // Remember that we've replaced that vehicle model m_Replaced.push_back(usModel); // Stream out all the vehicle models with matching ID. // Streamer will stream them back in async after a frame // or so. m_pManager->GetVehicleManager()->RestreamVehicles(usModel); // Success return true; }