Update crossmap and natives.hpp to 3095. (#2565)
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@ -154,7 +154,7 @@ namespace big
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{
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m_current_ent = ped::spawn(ePedType::PED_TYPE_ARMY, m_ped_model_hash, m_ped_clone, location, 0.f, false);
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ENTITY::SET_ENTITY_HEALTH(m_current_ent, 0, 0);
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ENTITY::SET_ENTITY_HEALTH(m_current_ent, 0, 0, 0);
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script::get_current()->yield(20ms);
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PED::RESURRECT_PED(m_current_ent);
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TASK::CLEAR_PED_TASKS(m_current_ent);
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@ -52,7 +52,7 @@ namespace big
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if (s.should_override_health())
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{
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PED::SET_PED_MAX_HEALTH(handle, s.m_ped_health);
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ENTITY::SET_ENTITY_HEALTH(handle, s.m_ped_health, 0);
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ENTITY::SET_ENTITY_HEALTH(handle, s.m_ped_health, 0, 0);
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}
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if (s.should_override_armor())
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{
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@ -17,7 +17,7 @@ namespace big
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{
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if (entity::take_control_of(m.handle))
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{
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ENTITY::SET_ENTITY_HEALTH(m.handle, 0, false);
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ENTITY::SET_ENTITY_HEALTH(m.handle, 0, false, 0);
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entity::delete_entity(m.handle);
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}
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}
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@ -38,7 +38,7 @@ namespace big
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{
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if (entity::take_control_of(m.handle))
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{
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ENTITY::SET_ENTITY_HEALTH(m.handle, 0, false);
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ENTITY::SET_ENTITY_HEALTH(m.handle, 0, false, 0);
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entity::delete_entity(m.handle);
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}
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}
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@ -134,7 +134,7 @@ namespace big
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ENTITY::SET_ENTITY_ALPHA(ped_handle, ped_node.child("OpacityLevel").text().as_int(), false);
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PED::SET_PED_MAX_HEALTH(ped_handle, ped_node.child("MaxHealth").text().as_float());
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ENTITY::SET_ENTITY_HEALTH(ped_handle, ped_node.child("Health").text().as_float(), false);
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ENTITY::SET_ENTITY_HEALTH(ped_handle, ped_node.child("Health").text().as_float(), false, 0);
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PED::SET_PED_ARMOUR(ped_handle, ped_properties_node.child("Armour").text().as_float());
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ENTITY::SET_ENTITY_PROOFS(ped_handle,
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ped_node.child("IsBulletProof").text().as_bool(),
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@ -403,7 +403,7 @@ namespace big
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ENTITY::FREEZE_ENTITY_POSITION(ent, frozenpos);
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ENTITY::SET_ENTITY_VISIBLE(ent, visible, 0);
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ENTITY::SET_ENTITY_MAX_HEALTH(ent, max_health);
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ENTITY::SET_ENTITY_HEALTH(ent, health, 0);
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ENTITY::SET_ENTITY_HEALTH(ent, health, 0, 0);
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ENTITY::SET_ENTITY_HAS_GRAVITY(ent, gravity);
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ENTITY::SET_ENTITY_INVINCIBLE(ent, invincible);
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ENTITY::SET_ENTITY_PROOFS(ent, bullet_proof, collision_proof, explosion_proof, fire_proof, melee_proof, false, 0, 0);
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