using System; using System.Collections.Generic; using System.Linq; using System.Text; using GTANetworkAPI; using Newtonsoft.Json; using ReallifeGamemode.Server.Entities; using ReallifeGamemode.Server.Extensions; using ReallifeGamemode.Server.Models; namespace ReallifeGamemode.Server.Events { public class UpdateCharacterWeapon : Script { [RemoteEvent("updateWeaponSelection")] public void UpdateWeaponSelection(Client client, string weaponModel, int slot) { if(weaponModel == "Schutzweste") { client.Armor = 100; return; } WeaponHash weaponHash = NAPI.Util.WeaponNameToModel(weaponModel); if (slot == 1) { client.RemoveAllWeapons(); client.GiveWeapon(weaponHash, 0); } if (slot == 2) { client.RemoveAllWeapons(); client.GiveWeapon(weaponHash, 0); } if (slot == 3) { client.RemoveAllWeapons(); client.GiveWeapon(weaponHash, 0); } if (slot == 4) { client.RemoveAllWeapons(); client.GiveWeapon(weaponHash, 0); client.Armor = 0; } } [RemoteEvent("cancelWeaponSelection")] public void CancelWeaponSelection(Client client) { client.RemoveAllWeapons(); } [RemoteEvent("saveWeaponSelection")] public void SaveWeaponSelection(Client client, string primaryModel, string secondaryModel, string meleeModel, string specialModel) { client.RemoveAllWeapons(); WeaponHash primary = NAPI.Util.WeaponNameToModel(primaryModel); WeaponHash secondary = NAPI.Util.WeaponNameToModel(secondaryModel); WeaponHash melee = NAPI.Util.WeaponNameToModel(meleeModel); client.GiveWeapon(primary, 150); client.GiveWeapon(secondary, 600); client.GiveWeapon(melee, 1); if(specialModel != "Schutzweste") { WeaponHash special = NAPI.Util.WeaponNameToModel(specialModel); client.GiveWeapon(special, 50); } } } }