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