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Updated the return logic of rg_drop_item and rg_drop_items_by_slot (#289)

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Javekson 2023-10-07 13:23:40 +04:00 committed by GitHub
parent 2077022a43
commit e36a40c3e5
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 21 additions and 13 deletions

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@ -511,7 +511,8 @@ native rg_remove_items_by_slot(const index, const InventorySlotType:slot, const
* @param index Client index
* @param slot Specific slot for remove of each item.
*
* @return 1 on success, 0 otherwise
* @return 1 - successful drop of all items in the slot or the slot is empty
* 0 - if at least one item failed to drop
*/
native rg_drop_items_by_slot(const index, const InventorySlotType:slot);
@ -529,9 +530,9 @@ native rg_remove_all_items(const index, const bool:removeSuit = false);
* Forces the player to drop the specified item classname.
*
* @param index Client index
* @param item_name Item classname
* @param item_name Item classname, if no name, the active item classname
*
* @return 1 on success, 0 otherwise
* @return Entity index of weaponbox, AMX_NULLENT (-1) otherwise
*
*/
native rg_drop_item(const index, const item_name[]);

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