Difference between revisions of "TActivePlayer.OnWeaponChange"
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==Description== | ==Description== | ||
+ | {{bug|(#582) [2.7.8.b1] Primary's or Secondary's properties other than WType do not hold valuable data. Name is empty, BulletStyle always 0, Ammo always 0}} | ||
Event property called whenever a player's weapons (excluding grenades) change<br> | Event property called whenever a player's weapons (excluding grenades) change<br> | ||
{| class="wikitable" | {| class="wikitable" | ||
! Event !! Is OnWeaponChange triggered | ! Event !! Is OnWeaponChange triggered | ||
|- | |- | ||
− | | | + | | Re-spawn |
| align="center" | yes | | align="center" | yes | ||
|- | |- | ||
Line 24: | Line 25: | ||
==Example== | ==Example== | ||
− | {{expand| | + | {{expand|Better example}} |
Example sends player a message whenever he changes weapons. | Example sends player a message whenever he changes weapons. | ||
<syntaxhighlight lang="pascal"> | <syntaxhighlight lang="pascal"> |
Latest revision as of 20:18, 12 April 2018
property OnWeaponChange Access mode: RW Event handler type: TOnWeaponChangeEvent Event handler declaration: procedure (Player: TActivePlayer; Primary, Secondary: TPlayerWeapon);
Description
Bug: (#582) [2.7.8.b1] Primary's or Secondary's properties other than WType do not hold valuable data. Name is empty, BulletStyle always 0, Ammo always 0 |
Event property called whenever a player's weapons (excluding grenades) change
Event | Is OnWeaponChange triggered |
---|---|
Re-spawn | yes |
Throwing weapon | yes |
Changing weapons | yes |
Changing weapons when 2 equipped weapons are the same type | no |
Example
Expand with: Better example |
Example sends player a message whenever he changes weapons.
procedure OnWepChangeMessage(Player: TActivePlayer; Primary, Secondary: TPlayerWeapon);
begin
Player.Tell(Primary.Name + ' | ' + Secondary.Name);
end;
var
i: Byte;
begin
for i:=1 to 32 do
Players[i].OnWeaponChange := @OnWepChangeMessage;
end.