Пример #1
0
void CPedWeapons::SetAmmoInClip(DWORD dwAmmoInClip)
{
	CWeapon * pCurrentWeapon = GetCurrentWeapon();

	if(m_pPedWeapons && pCurrentWeapon)
	{
		WORD wClipSize = pCurrentWeapon->GetClipSize();

		if(dwAmmoInClip > wClipSize)
			dwAmmoInClip = wClipSize;

		DWORD dwCurrentAmmoInClip = pCurrentWeapon->GetAmmoInClip();
		pCurrentWeapon->SetAmmoInClip(dwAmmoInClip);

		DWORD dwCurrentAmmo = pCurrentWeapon->GetAmmoTotal();
		DWORD dwDifference = (dwAmmoInClip - dwCurrentAmmoInClip);

		if(dwDifference >= 25000)
			pCurrentWeapon->SetAmmoTotal(25000);

		DWORD dwNewAmmo = (dwCurrentAmmo + dwDifference);

		if(dwNewAmmo <= 25000)
			pCurrentWeapon->SetAmmoTotal(dwNewAmmo);
		else
			pCurrentWeapon->SetAmmoTotal(25000);
	}
}
Пример #2
0
void CWeaponRPCs::TakeWeapon ( CClientEntity* pSource, NetBitStreamInterface& bitStream )
{
    // Read out weapon id and ammo amount
    SWeaponTypeSync weaponType;

    if ( bitStream.Read ( &weaponType )  )
    {
        unsigned char ucWeaponID = weaponType.data.ucWeaponType;

        CClientPed * pPed = m_pPedManager->Get ( pSource->GetID (), true );
        if ( pPed )
        {
            // Is the weapon id valid? (may not be neccessary, just being safe)
            if ( CClientPickupManager::IsValidWeaponID ( ucWeaponID ) )
            {
                // Have we ammo in packet? If so, we need to take the ammo, not weapon
                SWeaponAmmoSync ammo ( ucWeaponID, true, false );
                if ( bitStream.Read ( &ammo ) )
                {
                    unsigned short usAmmo = ammo.data.usTotalAmmo;

                    // Do we have the weapon?
                    CWeapon* pPlayerWeapon = pPed->GetWeapon ( (eWeaponType) ucWeaponID );
                    if ( pPlayerWeapon == NULL ) return;

                    unsigned char ucAmmoInClip = static_cast < unsigned char > ( pPlayerWeapon->GetAmmoInClip () );
                    pPlayerWeapon->SetAmmoInClip ( 0 );

                    unsigned long ulWeaponAmmo = pPlayerWeapon->GetAmmoTotal ();
                    if ( usAmmo > ulWeaponAmmo )
                        ulWeaponAmmo = 0;
                    else
                        ulWeaponAmmo -= usAmmo;

                    // Update the ammo
                    pPlayerWeapon->SetAmmoTotal ( ulWeaponAmmo );

                    if ( pPlayerWeapon->GetAmmoTotal () > ucAmmoInClip )
                        pPlayerWeapon->SetAmmoInClip ( ucAmmoInClip );
                    else if ( pPlayerWeapon->GetAmmoTotal () <= ucAmmoInClip )
                        pPlayerWeapon->SetAmmoInClip ( pPlayerWeapon->GetAmmoTotal () );
                }
                else
                {
                    // Don't change remote players weapons (affects sync)
                    if ( pPed->IsLocalPlayer () )
                    {
                        // Remove the weapon
                        pPed->RemoveWeapon ( static_cast < eWeaponType > ( ucWeaponID ) );
                    }
                }
            }
        }
    }
}
Пример #3
0
void CWeaponRPCs::TakeWeaponAmmo ( NetBitStreamInterface& bitStream )
{
    ElementID ID;
    SWeaponTypeSync weaponType;
    if ( bitStream.ReadCompressed ( ID ) &&
         bitStream.Read ( &weaponType ) )
    {
        unsigned char ucWeaponID = weaponType.data.ucWeaponType;
        SWeaponAmmoSync ammo ( ucWeaponID, true, false );
        if ( bitStream.Read ( &ammo ) )
        {
            unsigned short usAmmo = ammo.data.usTotalAmmo;

            CClientPed * pPed = m_pPedManager->Get ( ID, true );
            if ( pPed )
            {
                // Valid weapon id?
                if ( !CClientPickupManager::IsValidWeaponID ( ucWeaponID ) ) return;

                // Do we have it?
                CWeapon* pPlayerWeapon = pPed->GetWeapon ( (eWeaponType) ucWeaponID );
                if ( pPlayerWeapon == NULL ) return;

                unsigned char ucAmmoInClip = static_cast < unsigned char > ( pPlayerWeapon->GetAmmoInClip () );
                pPlayerWeapon->SetAmmoInClip ( 0 );

                unsigned long ulWeaponAmmo = pPlayerWeapon->GetAmmoTotal ();
                if ( ulWeaponAmmo - usAmmo < 0 )
                    ulWeaponAmmo = 0;
                else
                    ulWeaponAmmo -= usAmmo;

                // Remove the weapon ammo
                pPlayerWeapon->SetAmmoTotal ( ulWeaponAmmo );

                if ( pPlayerWeapon->GetAmmoTotal () > ucAmmoInClip )
                    pPlayerWeapon->SetAmmoInClip ( ucAmmoInClip );
                else if ( pPlayerWeapon->GetAmmoTotal () <= ucAmmoInClip )
                    pPlayerWeapon->SetAmmoInClip ( pPlayerWeapon->GetAmmoTotal () );
            }
        }
    }
}
Пример #4
0
void CWeaponRPCs::SetWeaponAmmo ( CClientEntity* pSource, NetBitStreamInterface& bitStream )
{
    SWeaponTypeSync weaponType;
    if ( bitStream.Read ( &weaponType ) )
    {
        unsigned char ucWeaponID = weaponType.data.ucWeaponType;
        SWeaponAmmoSync ammo ( ucWeaponID, true, true );

        if ( bitStream.Read ( &ammo ) )
        {
            unsigned short usAmmo = ammo.data.usTotalAmmo;
            unsigned short usAmmoInClip = ammo.data.usAmmoInClip;

            CClientPed * pPed = m_pPedManager->Get ( pSource->GetID (), true );
            if ( pPed )
            {
                // Valid weapon id?
                if ( !CClientPickupManager::IsValidWeaponID ( ucWeaponID ) ) return;

                // Do we have it?
                CWeapon* pPlayerWeapon = pPed->GetWeapon ( (eWeaponType) ucWeaponID );
                if ( pPlayerWeapon == NULL ) return;

                unsigned char ucAmmoInClip = static_cast < unsigned char > ( pPlayerWeapon->GetAmmoInClip () );
                pPlayerWeapon->SetAmmoInClip ( usAmmoInClip );
                pPlayerWeapon->SetAmmoTotal ( usAmmo );

                if ( !usAmmoInClip )
                {
                    if ( usAmmo > ucAmmoInClip )
                        pPlayerWeapon->SetAmmoInClip ( ucAmmoInClip );
                    else if ( usAmmo <= ucAmmoInClip )
                        pPlayerWeapon->SetAmmoInClip ( usAmmo );
                }
            }
        }
    }
}
Пример #5
0
void CWeaponRPCs::GiveWeaponAmmo ( NetBitStreamInterface& bitStream )
{
    ElementID ID;
    SWeaponTypeSync weaponType;
    if ( bitStream.ReadCompressed ( ID ) &&
         bitStream.Read ( &weaponType ) )
    {
        unsigned char ucWeaponID = weaponType.data.ucWeaponType;
        SWeaponAmmoSync ammo ( ucWeaponID, true, false );
        if ( bitStream.Read ( &ammo ) )
        {
            unsigned short usAmmo = ammo.data.usTotalAmmo;
            CClientPed * pPed = m_pPedManager->Get ( ID, true );
            if ( pPed )
            {
                // Valid weapon id?
                if ( !CClientPickupManager::IsValidWeaponID ( ucWeaponID ) ) return;

                // Do we have it?
                CWeapon* pPlayerWeapon = pPed->GetWeapon ( (eWeaponType) ucWeaponID );
                if ( pPlayerWeapon == NULL ) return;

                unsigned long ulWeaponAmmo = pPlayerWeapon->GetAmmoTotal ();
                ulWeaponAmmo += usAmmo;
                // Adjust the ammo to 9999 if it's above
                if ( ulWeaponAmmo > 9999 )
                {
                    ulWeaponAmmo = 9999;
                }

                // Add the weapon ammo
                pPlayerWeapon->SetAmmoTotal ( ulWeaponAmmo );
            }
        }
    }
}