CRenderTarget.cpp; void CRenderTarget::SetWeapon(DWORD vnum) { if (!m_visible || !m_pModel) return; m_pModel->ChangeWeapon(vnum); } CRenderTarget.h; void SetWeapon(DWORD dwVnum); CPythonRenderTargetModule.cpp; PyObject* renderTargetSetWeapon(PyObject* poSelf, PyObject* poArgs) { BYTE index = 0; if (!PyTuple_GetByte(poArgs, 0, &index)) return Py_BadArgument(); int modelIndex = 0; if (!PyTuple_GetInteger(poArgs, 1, &modelIndex)) return Py_BadArgument(); CRenderTargetManager::Instance().GetRenderTarget(index)->SetWeapon(modelIndex); return Py_BuildNone(); }