//:://///////////////////////////////////////////// //:: inc_changearmor //::////////////////////////////////////////////// #include "x2_inc_itemprop" #include "x2_inc_craft" void armorModelNext(int iItemAppr) { object oPC = GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC); oItem = IPGetModifiedArmor(oItem, iItemAppr, X2_IP_ARMORTYPE_NEXT, TRUE); AssignCommand(oPC, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST)); } void armorModelPrev(int iItemAppr) { object oPC = GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC); oItem = IPGetModifiedArmor(oItem, iItemAppr, X2_IP_ARMORTYPE_PREV, TRUE); AssignCommand(oPC, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST)); } void armorModelRobe(int iRobeType) { object oPC = GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC); object oNewItem = IPCreateAndModifyArmorRobe(oItem, iRobeType); DestroyObject(oItem); AssignCommand(oPC, ActionEquipItem(oNewItem, INVENTORY_SLOT_CHEST)); } void weaponModelNext(int iWeaponModel) { object oPC = GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC); oItem = IPGetModifiedWeapon(oItem, iWeaponModel, X2_IP_WEAPONTYPE_NEXT, TRUE); AssignCommand(oPC, ActionEquipItem(oItem, INVENTORY_SLOT_RIGHTHAND)); } void weaponModelPrev(int iWeaponModel) { object oPC = GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC); oItem = IPGetModifiedWeapon(oItem, iWeaponModel, X2_IP_WEAPONTYPE_PREV, TRUE); AssignCommand(oPC, ActionEquipItem(oItem, INVENTORY_SLOT_RIGHTHAND)); }