[saco] Reorder functions in playerped.cpp

This commit is contained in:
RD42 2024-10-31 19:10:40 +08:00
parent b65e643be4
commit 4bc31cc88b

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@ -620,7 +620,6 @@ VEHICLE_TYPE * CPlayerPed::GetGtaVehicle()
return (VEHICLE_TYPE *)m_pPed->pVehicle; return (VEHICLE_TYPE *)m_pPed->pVehicle;
} }
//-----------------------------------------------------------
//----------------------------------------------------------- //-----------------------------------------------------------
void CPlayerPed::GiveWeapon(int iWeaponID, int iAmmo) void CPlayerPed::GiveWeapon(int iWeaponID, int iAmmo)
@ -928,56 +927,6 @@ void CPlayerPed::HandsUp()
//----------------------------------------------------------- //-----------------------------------------------------------
WORD CPlayerPed::GetAmmo()
{
if(m_pPed) {
WEAPON_SLOT_TYPE * WeaponSlot = GetCurrentWeaponSlot();
if(!WeaponSlot) return -1;
// Melee types always have ammo.
if( WeaponSlot->dwType <= WEAPON_CANE ||
WeaponSlot->dwType == WEAPON_PARACHUTE ) return -1;
return (WORD)WeaponSlot->dwAmmo;
}
return 0;
}
//-----------------------------------------------------------
WEAPON_SLOT_TYPE * CPlayerPed::FindWeaponSlot(DWORD dwWeapon)
{
if (m_pPed)
{
BYTE i;
for (i = 0; i < 13; i++)
{
if (m_pPed->WeaponSlots[i].dwType == dwWeapon) return &m_pPed->WeaponSlots[i];
}
}
return NULL;
}
//-----------------------------------------------------------
void CPlayerPed::SetAnimationSet(PCHAR szAnim)
{
if(m_pPed) {
ScriptCommand(&set_actor_animation_set,m_dwGTAId,szAnim);
}
}
//-----------------------------------------------------------
void CPlayerPed::SetMoney(int iAmount)
{
ScriptCommand(&set_actor_money,m_dwGTAId,0);
ScriptCommand(&set_actor_money,m_dwGTAId,iAmount);
}
//-----------------------------------------------------------
void CPlayerPed::StartJetpack() void CPlayerPed::StartJetpack()
{ {
if(!m_pPed) return; if(!m_pPed) return;
@ -1063,6 +1012,56 @@ BOOL CPlayerPed::HasGoggles()
//----------------------------------------------------------- //-----------------------------------------------------------
WORD CPlayerPed::GetAmmo()
{
if(m_pPed) {
WEAPON_SLOT_TYPE * WeaponSlot = GetCurrentWeaponSlot();
if(!WeaponSlot) return -1;
// Melee types always have ammo.
if( WeaponSlot->dwType <= WEAPON_CANE ||
WeaponSlot->dwType == WEAPON_PARACHUTE ) return -1;
return (WORD)WeaponSlot->dwAmmo;
}
return 0;
}
//-----------------------------------------------------------
WEAPON_SLOT_TYPE * CPlayerPed::FindWeaponSlot(DWORD dwWeapon)
{
if (m_pPed)
{
BYTE i;
for (i = 0; i < 13; i++)
{
if (m_pPed->WeaponSlots[i].dwType == dwWeapon) return &m_pPed->WeaponSlots[i];
}
}
return NULL;
}
//-----------------------------------------------------------
void CPlayerPed::SetAnimationSet(PCHAR szAnim)
{
if(m_pPed) {
ScriptCommand(&set_actor_animation_set,m_dwGTAId,szAnim);
}
}
//-----------------------------------------------------------
void CPlayerPed::SetMoney(int iAmount)
{
ScriptCommand(&set_actor_money,m_dwGTAId,0);
ScriptCommand(&set_actor_money,m_dwGTAId,iAmount);
}
//-----------------------------------------------------------
float CPlayerPed::GetAimZ() float CPlayerPed::GetAimZ()
{ {
if(m_pPed) { if(m_pPed) {