Difference between revisions of "TMap"

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m (Description)
m (Members: Reformatted table to be consistent with other tables)
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==Members==
 
==Members==
  
<code>
+
{| class="wikitable"
  <table>
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|-
  <tr><th>Member declaration</th><th>Access mode</th></tr>
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! Member declaration !! Access mode
  <tr><td>function [[TMap.RayCast|RayCast]](X1,Y1,X2,Y2:Single; Player,Flag,Bullet,CheckCollider:Boolean; Team:Byte):Boolean</td></tr>
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|-
  <tr><td>function [[TMap.RayCastVector|RayCastVector]](A,B:TVector; Player,Flag,Bullet,CheckCollider:Boolean; Team:Byte):Boolean</td></tr>
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| function [[TMap.RayCast|RayCast]](X1,Y1,X2,Y2:Single; Player,Flag,Bullet,CheckCollider:Boolean; Team:Byte):Boolean
  <tr><td>function [[TMap.AddObject|AddObject]](Obj:TNewMapObject):TActiveMapObject</td></tr>
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| align="center" |
  <tr><td>function [[TMap.AddSpawnPoint|AddSpawnPoint]](Spawn:[[TNewSpawnPoint]]):[[TActiveSpawnPoint]]</td></tr>
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|-
  <tr><td><br /></td></tr>
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| function [[TMap.RayCastVector|RayCastVector]](A,B:TVector; Player,Flag,Bullet,CheckCollider:Boolean; Team:Byte):Boolean
  <tr><td>property [[TMap.Objects|Objects]][ID: Byte]: [[TActiveMapObject]]</td><td>R</td></tr>
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| align="center" |
  <tr><td>property [[TMap.Spawns|Spawns]][ID: Byte]: [[TActiveSpawnPoint]]</td><td>R</td></tr>
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|-
  <tr><td>property [[TMap.RedFlag|RedFlag]]: Byte</td><td>R</td></tr>
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| function [[TMap.AddObject|AddObject]](Obj:[[TNewMapObject]]):[[TActiveMapObject]]
 +
| align="center" |
 +
|-
 +
| function [[TMap.AddSpawnPoint|AddSpawnPoint]](Spawn:[[TNewSpawnPoint]]):[[TActiveSpawnPoint]]
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| align="center" |
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|-
 +
| colspan="3" |
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|-
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| property [[TMap.Objects|Objects]][ID: Byte ]: [[TActiveMapObject]]
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| align="center" | R
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|-
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| property [[TMap.Spawns|Spawns]][ID: Byte]: [[TActiveSpawnPoint]]
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| align="center" | R
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|-
 +
| property [[TMap.RedFlag|RedFlag]]: Byte
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| align="center" | R
 +
|-
 +
| property [[TMap.BlueFlag|BlueFlag]]: Byte
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| align="center" | R
 +
|-
 +
| property [[TMap.YellowFlag|YellowFlag]]: Byte
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| align="center" | R
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|-
 +
| property [[TMap.OnBeforeMapChange|OnBeforeMapChange]]: [[TOnBeforeMapChangeEvent]]
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| align="center" | RW
 +
|-
 +
| property [[TMap.OnAfterMapChange|OnAfterMapChange]]: [[TOnAfterMapChangeEvent]]
 +
| align="center" | RW
 +
|}
 
   <tr><td>property [[TMap.BlueFlag|BlueFlag]]: Byte</td><td>R</td></tr>
 
   <tr><td>property [[TMap.BlueFlag|BlueFlag]]: Byte</td><td>R</td></tr>
 
   <tr><td>property [[TMap.YellowFlag|YellowFlag]]: Byte</td><td>R</td></tr>
 
   <tr><td>property [[TMap.YellowFlag|YellowFlag]]: Byte</td><td>R</td></tr>

Revision as of 15:12, 29 July 2013

Inheritance

Description

Used to access information on player's field of vision, get a flag's pointer or creating new objects or spawnpoints on the map.

This class is assigned to global variable "Map"

Members

Member declaration Access mode
function RayCast(X1,Y1,X2,Y2:Single; Player,Flag,Bullet,CheckCollider:Boolean; Team:Byte):Boolean
function RayCastVector(A,B:TVector; Player,Flag,Bullet,CheckCollider:Boolean; Team:Byte):Boolean
function AddObject(Obj:TNewMapObject):TActiveMapObject
function AddSpawnPoint(Spawn:TNewSpawnPoint):TActiveSpawnPoint
property Objects[ID: Byte ]: TActiveMapObject R
property Spawns[ID: Byte]: TActiveSpawnPoint R
property RedFlag: Byte R
property BlueFlag: Byte R
property YellowFlag: Byte R
property OnBeforeMapChange: TOnBeforeMapChangeEvent RW
property OnAfterMapChange: TOnAfterMapChangeEvent RW
 <tr><td>property BlueFlag: Byte</td><td>R</td></tr>
 <tr><td>property YellowFlag: Byte</td><td>R</td></tr>
 <tr><td>property OnBeforeMapChange: TOnBeforeMapChangeEvent</td><td>RW</td></tr>
 <tr><td>property OnAfterMapChange: TOnAfterMapChangeEvent</td><td>RW</td></tr>