Difference between revisions of "TActivePlayer.ForceWeapon"
(NewSecondary is now defined correctly.) |
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Line 20: | Line 20: | ||
try | try | ||
NewPrimary.WType := 5; //Spas | NewPrimary.WType := 5; //Spas | ||
− | NewPrimary.Ammo := 7 // Full one | + | NewPrimary.Ammo := 7 // Full one |
− | NewSecondary := 255; // Hands | + | NewSecondary.WType := 255; // Hands |
− | Player[1].ForceWeapon(NewPrimary, NewSecondary); | + | NewSecondary.Ammo := 0 // To reload - for hands it doesn't matter. |
+ | Player[1].ForceWeapon(TWeapon(NewPrimary), TWeapon(NewSecondary)); | ||
finally | finally | ||
NewPrimary.Free(); | NewPrimary.Free(); |
Latest revision as of 05:58, 9 June 2015
procedure ForceWeapon(Primary, Secondary: TWeapon) Primary: primary weapon Secondary: secondary weapon
Description
Forces two weapons to a player.
Examples
begin
// Forces 2nd Player's weapons on 1st
Players[1].ForceWeapon(Players[2].Primary, Players[2].Secondary)
end;
var
NewPrimary, NewSecondary: TNewWeapon;
begin
NewPrimary := TNewWeapon.Create();
NewSecondary := TNewWeapon.Create();
try
NewPrimary.WType := 5; //Spas
NewPrimary.Ammo := 7 // Full one
NewSecondary.WType := 255; // Hands
NewSecondary.Ammo := 0 // To reload - for hands it doesn't matter.
Player[1].ForceWeapon(TWeapon(NewPrimary), TWeapon(NewSecondary));
finally
NewPrimary.Free();
NewSecondary.Free();
end;
end;