Various weapon fixes and some change on vehicle sync

This commit is contained in:
sardelka9515
2022-12-04 19:34:54 +08:00
parent 4cc5054b91
commit 3a9068f060
24 changed files with 247 additions and 290 deletions

View File

@ -15,12 +15,12 @@ namespace RageCoop.Client
private bool _lastDriveBy;
private bool _lastInCover;
private bool _lastIsJumping;
private WeaponHash _lastWeaponHash;
private bool _lastMoving;
private bool _lastRagdoll;
private ulong _lastRagdollTime;
private Dictionary<uint, bool> _lastWeaponComponents;
private Entity _weaponObj;
internal Entity WeaponObj;
internal BlipColor BlipColor = (BlipColor)255;
internal float BlipScale = 1;
internal BlipSprite BlipSprite = 0;
@ -41,16 +41,16 @@ namespace RageCoop.Client
internal SyncedVehicle CurrentVehicle { get; private set; }
public bool IsPlayer => OwnerID == ID && ID != 0;
public Ped MainPed { get; internal set; }
internal int Health { get; set; }
internal int Health;
internal Vector3 HeadPosition { get; set; }
internal Vector3 RightFootPosition { get; set; }
internal Vector3 LeftFootPosition { get; set; }
internal Vector3 HeadPosition;
internal Vector3 RightFootPosition;
internal Vector3 LeftFootPosition;
internal byte WeaponTint { get; set; }
internal byte[] Clothes { get; set; }
internal byte WeaponTint;
internal byte[] Clothes;
internal float Heading { get; set; }
internal float Heading;
internal ulong LastSpeakingTime { get; set; } = 0;
internal bool IsSpeaking { get; set; } = false;
@ -70,9 +70,10 @@ namespace RageCoop.Client
internal bool IsInCoverFacingLeft => Flags.HasPedFlag(PedDataFlags.IsInCoverFacingLeft);
internal bool IsBlindFiring => Flags.HasPedFlag(PedDataFlags.IsBlindFiring);
internal bool IsInStealthMode => Flags.HasPedFlag(PedDataFlags.IsInStealthMode);
internal Prop ParachuteProp { get; set; } = null;
internal uint CurrentWeaponHash { get; set; }
internal Dictionary<uint, bool> WeaponComponents { get; set; } = null;
internal Vector3 AimCoords { get; set; }
internal Prop ParachuteProp = null;
internal WeaponHash CurrentWeapon = WeaponHash.Unarmed;
internal VehicleWeaponHash VehicleWeapon = VehicleWeaponHash.Invalid;
internal Dictionary<uint, bool> WeaponComponents = null;
internal Vector3 AimCoords;
}
}