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Updated the return logic of rg_drop_item and rg_drop_items_by_slot (#289)
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@ -511,7 +511,8 @@ native rg_remove_items_by_slot(const index, const InventorySlotType:slot, const
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* @param index Client index
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* @param slot Specific slot for remove of each item.
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*
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* @return 1 on success, 0 otherwise
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* @return 1 - successful drop of all items in the slot or the slot is empty
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* 0 - if at least one item failed to drop
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*/
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native rg_drop_items_by_slot(const index, const InventorySlotType:slot);
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@ -529,9 +530,9 @@ native rg_remove_all_items(const index, const bool:removeSuit = false);
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* Forces the player to drop the specified item classname.
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*
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* @param index Client index
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* @param item_name Item classname
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* @param item_name Item classname, if no name, the active item classname
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*
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* @return 1 on success, 0 otherwise
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* @return Entity index of weaponbox, AMX_NULLENT (-1) otherwise
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*
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*/
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native rg_drop_item(const index, const item_name[]);
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@ -64,8 +64,8 @@ public:
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virtual CBaseEntity *GiveNamedItemEx(const char *pszName) = 0;
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virtual void GiveDefaultItems() = 0;
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virtual void GiveShield(bool bDeploy = true) = 0;
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virtual void DropShield(bool bDeploy = true) = 0;
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virtual void DropPlayerItem(const char *pszItemName) = 0;
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virtual CBaseEntity *DropShield(bool bDeploy = true) = 0;
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virtual CBaseEntity *DropPlayerItem(const char *pszItemName) = 0;
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virtual bool RemoveShield() = 0;
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virtual void RemoveAllItems(bool bRemoveSuit) = 0;
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virtual bool RemovePlayerItem(const char* pszItemName) = 0;
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@ -942,7 +942,8 @@ cell AMX_NATIVE_CALL rg_remove_items_by_slot(AMX *amx, cell *params)
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* @param index Client index
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* @param slot Specific slot for remove of each item.
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*
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* @return 1 on success, 0 otherwise
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* @return 1 - successful drop of all items in the slot or the slot is empty
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* 0 - if at least one item failed to drop
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*
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* native rg_drop_items_by_slot(const index, const InventorySlotType:slot);
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*/
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@ -955,12 +956,14 @@ cell AMX_NATIVE_CALL rg_drop_items_by_slot(AMX *amx, cell *params)
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(params[arg_index]);
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CHECK_CONNECTED(pPlayer, arg_index);
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pPlayer->ForEachItem(params[arg_slot], [pPlayer](CBasePlayerItem *pItem) {
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pPlayer->CSPlayer()->DropPlayerItem(STRING(pItem->pev->classname));
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bool success = true;
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pPlayer->ForEachItem(params[arg_slot], [&](CBasePlayerItem *pItem) {
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success &= pPlayer->CSPlayer()->DropPlayerItem(STRING(pItem->pev->classname)) ? true : false;
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return false;
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});
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return TRUE;
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return success ? TRUE : FALSE;
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}
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/*
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@ -990,9 +993,9 @@ cell AMX_NATIVE_CALL rg_remove_all_items(AMX *amx, cell *params)
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* Forces the player to drop the specified item classname.
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*
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* @param index Client index
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* @param item_name Item classname
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* @param item_name Item classname, if no name, the active item classname
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*
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* @return 1 on success, 0 otherwise
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* @return Entity index of weaponbox, AMX_NULLENT (-1) otherwise
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*
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* native rg_drop_item(const index, const item_name[]);
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*/
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@ -1006,8 +1009,12 @@ cell AMX_NATIVE_CALL rg_drop_item(AMX *amx, cell *params)
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CHECK_CONNECTED(pPlayer, arg_index);
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char item[256];
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pPlayer->CSPlayer()->DropPlayerItem(getAmxString(amx, params[arg_item_name], item));
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return TRUE;
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auto pEntity = pPlayer->CSPlayer()->DropPlayerItem(getAmxString(amx, params[arg_item_name], item));
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if (pEntity)
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return indexOfPDataAmx(pEntity);
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return AMX_NULLENT;
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}
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/*
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