mirror of
https://github.com/ChronosX88/mta-mono.git
synced 2024-11-25 03:32:21 +00:00
259 lines
5.4 KiB
C#
259 lines
5.4 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
|
|
namespace MultiTheftAuto
|
|
{
|
|
public class Ped : Element
|
|
{
|
|
#region Properties
|
|
|
|
public Vehicle Vehicle
|
|
{
|
|
get
|
|
{
|
|
return this.GetVehicle();
|
|
}
|
|
set
|
|
{
|
|
this.WarpIntoVehicle( value, 0 );
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Constructors
|
|
|
|
public Ped( UInt32 userdata )
|
|
: base( userdata )
|
|
{
|
|
|
|
}
|
|
|
|
public Ped( int modelid, Vector3 position, float rot = 0.0f, bool synced = true )
|
|
: base( Native.Ped.Create( modelid, position, rot, synced ) )
|
|
{
|
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Methods
|
|
|
|
#region Set
|
|
|
|
public bool SetArmor( int armor )
|
|
{
|
|
return Native.Ped.SetArmor( this.GetUserData(), armor );
|
|
}
|
|
|
|
public bool Kill( Ped killer = null, int weapon = 255, int bodyPart = 255, bool stealth = false )
|
|
{
|
|
return Native.Ped.Kill( this.GetUserData(), killer != null ? killer.GetUserData() : 0, weapon, bodyPart, stealth );
|
|
}
|
|
|
|
public bool SetStat( int stat, float value )
|
|
{
|
|
return Native.Ped.SetStat( this.GetUserData(), stat, value );
|
|
}
|
|
|
|
public bool AddClothes( string clothesTexture, string clothesModel, int clothesType )
|
|
{
|
|
return Native.Ped.AddClothes( this.GetUserData(), clothesTexture, clothesModel, clothesType );
|
|
}
|
|
|
|
public bool RemoveClothes( int clothesType, string clothesTexture, string clothesModel )
|
|
{
|
|
return Native.Ped.RemoveClothes( this.GetUserData(), clothesType, clothesTexture, clothesModel );
|
|
}
|
|
|
|
public bool GiveJetPack()
|
|
{
|
|
return Native.Ped.GiveJetPack( this.GetUserData() );
|
|
}
|
|
|
|
public bool RemoveJetPack()
|
|
{
|
|
return Native.Ped.RemoveJetPack( this.GetUserData() );
|
|
}
|
|
|
|
public bool SetFightingStyle( int style )
|
|
{
|
|
return Native.Ped.SetFightingStyle( this.GetUserData(), style );
|
|
}
|
|
|
|
public bool SetPedMoveAnim( int style )
|
|
{
|
|
return Native.Ped.SetPedMoveAnim( this.GetUserData(), style );
|
|
}
|
|
|
|
public bool SetGravity( float gravity )
|
|
{
|
|
return Native.Ped.SetGravity( this.GetUserData(), gravity );
|
|
}
|
|
|
|
public bool SetChoking( bool choking )
|
|
{
|
|
return Native.Ped.SetChoking( this.GetUserData(), choking );
|
|
}
|
|
|
|
public bool WarpIntoVehicle( Vehicle vehicle, int seat = 0 )
|
|
{
|
|
return Native.Ped.WarpIntoVehicle( this.GetUserData(), vehicle.GetUserData(), seat );
|
|
}
|
|
|
|
public bool RemoveFromVehicle()
|
|
{
|
|
return Native.Ped.RemoveFromVehicle( this.GetUserData() );
|
|
}
|
|
|
|
public bool SetDoingGangDriveby( bool state )
|
|
{
|
|
return Native.Ped.SetDoingGangDriveby( this.GetUserData(), state );
|
|
}
|
|
|
|
public bool SetAnimation( string block = null, string anim = null, int time = -1, bool loop = true, bool updatePosition = true, bool interruptable = true, bool freezeLastFrame = true )
|
|
{
|
|
return Native.Ped.SetAnimation( this.GetUserData(), block, anim, time, loop, updatePosition, interruptable, freezeLastFrame );
|
|
}
|
|
|
|
public bool SetAnimationProgress( string anim, float progress )
|
|
{
|
|
return Native.Ped.SetAnimationProgress( this.GetUserData(), anim, progress );
|
|
}
|
|
|
|
public bool SetWeaponSlot( int weaponSlot )
|
|
{
|
|
return Native.Ped.SetWeaponSlot( this.GetUserData(), weaponSlot );
|
|
}
|
|
|
|
public bool SetOnFire( bool isOnFire )
|
|
{
|
|
return Native.Ped.SetOnFire( this.GetUserData(), isOnFire );
|
|
}
|
|
|
|
public bool SetHeadless( bool headless )
|
|
{
|
|
return Native.Ped.SetHeadless( this.GetUserData(), headless );
|
|
}
|
|
|
|
public bool ReloadWeapon()
|
|
{
|
|
return Native.Ped.ReloadWeapon( this.GetUserData() );
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Get
|
|
|
|
public float GetArmor()
|
|
{
|
|
return Native.Ped.GetArmor( this.GetUserData() );
|
|
}
|
|
|
|
public float GetStat( int stat )
|
|
{
|
|
return Native.Ped.GetStat( this.GetUserData(), stat );
|
|
}
|
|
|
|
public Object GetTarget()
|
|
{
|
|
return Element.FindOrCreate( Native.Ped.GetTarget( this.GetUserData() ) );
|
|
}
|
|
|
|
public int GetWeapon( int slot = 0 )
|
|
{
|
|
return Native.Ped.GetWeapon( this.GetUserData(), slot );
|
|
}
|
|
|
|
public int GetFightingStyle()
|
|
{
|
|
return Native.Ped.GetFightingStyle( this.GetUserData() );
|
|
}
|
|
|
|
public int GetPedMoveAnim()
|
|
{
|
|
return Native.Ped.GetPedMoveAnim( this.GetUserData() );
|
|
}
|
|
|
|
public float GetGravity()
|
|
{
|
|
return Native.Ped.GetGravity( this.GetUserData() );
|
|
}
|
|
|
|
public Object GetContactElement()
|
|
{
|
|
return Element.FindOrCreate( Native.Ped.GetContactElement( this.GetUserData() ) );
|
|
}
|
|
|
|
public int GetWeaponSlot()
|
|
{
|
|
return Native.Ped.GetWeaponSlot( this.GetUserData() );
|
|
}
|
|
|
|
public Vehicle GetVehicle()
|
|
{
|
|
return Element.FindOrCreate( Native.Ped.GetOccupiedVehicle( this.GetUserData() ) ) as Vehicle;
|
|
}
|
|
|
|
public int GetVehicleSeat()
|
|
{
|
|
return Native.Ped.GetOccupiedVehicleSeat( this.GetUserData() );
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Is
|
|
|
|
public bool IsChoking()
|
|
{
|
|
return Native.Ped.IsChoking( this.GetUserData() );
|
|
}
|
|
|
|
public bool IsDead()
|
|
{
|
|
return Native.Ped.IsDead( this.GetUserData() );
|
|
}
|
|
|
|
public bool IsDucked()
|
|
{
|
|
return Native.Ped.IsDucked( this.GetUserData() );
|
|
}
|
|
|
|
public bool IsHaveJetPack()
|
|
{
|
|
return Native.Ped.DoesHaveJetPack( this.GetUserData() );
|
|
}
|
|
|
|
public bool IsOnGround()
|
|
{
|
|
return Native.Ped.IsOnGround( this.GetUserData() );
|
|
}
|
|
|
|
public bool IsDoingGangDriveby()
|
|
{
|
|
return Native.Ped.IsDoingGangDriveby( this.GetUserData() );
|
|
}
|
|
|
|
public bool IsOnFire()
|
|
{
|
|
return Native.Ped.IsOnFire( this.GetUserData() );
|
|
}
|
|
|
|
public bool IsHeadless()
|
|
{
|
|
return Native.Ped.IsHeadless( this.GetUserData() );
|
|
}
|
|
|
|
public bool IsInVehicle()
|
|
{
|
|
return Native.Ped.IsInVehicle( this.GetUserData() );
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
}
|
|
}
|