Difference between revisions of "TMap"

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(Members: +Bullets)
 
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Used to access information on player's field of vision, get a flag's pointer or creating new objects or spawnpoints on the map.
 
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"'''
+
  '''This class is assigned to global variable "[[Global_Variables.Map|Map]]"'''
  
 
==Members==
 
==Members==
  
<code>
+
{| class="wikitable"
  <table>
+
|-
  <tr><th>Member declaration</th><th>Access mode</th></tr>
+
! Member declaration !! Access mode !! SS Version
  <tr><td>function [[TMap.RayCast|RayCast]](X1,Y1,X2,Y2:Single; Player,Flag,Bullet,CheckCollider:Boolean; Team:Byte):Boolean</td></tr>
+
|-
  <tr><td>function [[TMap.RayCastVector|RayCastVector]](A,B:TVector; Player,Flag,Bullet,CheckCollider:Boolean; Team:Byte):Boolean</td></tr>
+
| 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>
+
| 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]]
  <tr><td>property [[TMap.BlueFlag|BlueFlag]]: Byte</td><td>R</td></tr>
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| align="center" |
  <tr><td>property [[TMap.YellowFlag|YellowFlag]]: Byte</td><td>R</td></tr>
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|-
  <tr><td>property [[TMap.OnBeforeMapChange|OnBeforeMapChange]]: [[TOnBeforeMapChangeEvent]]</td><td>RW</td></tr>
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| function [[TMap.AddSpawnPoint|AddSpawnPoint]](Spawn:[[TNewSpawnPoint]]):[[TActiveSpawnPoint]]
  <tr><td>property [[TMap.OnAfterMapChange|OnAfterMapChange]]: [[TOnAfterMapChangeEvent]]</td><td>RW</td></tr>
+
| align="center" |
 
+
|-
 +
| procedure [[TMap.NextMap|NextMap]]
 +
| align="center" |
 +
|-
 +
| procedure [[TMap.SetMap|SetMap]](NewMap: string)
 +
| align="center" |
 +
| 2.7.7b1
 +
|-
 +
| function [[TMap.CreateBulletVector|CreateBulletVector]](A, B: [[TVector]]; HitM: Single; sStyle: Byte; Owner: [[TActivePlayer]]): Integer
 +
| align="center" |
 +
| 2.7.8b1
 +
|-
 +
| function [[TMap.CreateBullet|CreateBullet]](X, Y, VelX, VelY, HitM_ Single; sStyle: Byte; Owner: [[TActivePlayer]]): Integer
 +
| align="center" |
 +
| 2.7.8b1
 +
|-
 +
| colspan="3" |
 +
|-
 +
| property [[TMap.Objects|Objects]][ID: Byte]: [[TActiveMapObject]]
 +
| align="center" | R
 +
|-
 +
| property [[TMap.Spawns|Spawns]][ID: Byte]: [[TActiveSpawnPoint]]
 +
| align="center" | R
 +
|-
 +
| property [[TMap.Bullets|Bullets]][ID: Byte]: [[TActiveMapBullet]]
 +
| align="center" | R
 +
| 2.7.8.b1
 +
|-
 +
| property [[TMap.RedFlag|RedFlag]]: [[TActiveFlag]]
 +
| align="center" | R
 +
|-
 +
| property [[TMap.BlueFlag|BlueFlag]]: [[TActiveFlag]]
 +
| align="center" | R
 +
|-
 +
| property [[TMap.YellowFlag|YellowFlag]]: [[TActiveFlag]]
 +
| align="center" | R
 +
|-
 +
| property [[TMap.OnBeforeMapChange|OnBeforeMapChange]]: [[TOnBeforeMapChangeEvent]]
 +
| align="center" | RW
 +
|-
 +
| property [[TMap.OnAfterMapChange|OnAfterMapChange]]: [[TOnAfterMapChangeEvent]]
 +
| align="center" | RW
 +
|}
 
[[Category: Classes]]
 
[[Category: Classes]]

Latest revision as of 10:32, 4 October 2014

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 SS Version
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
procedure NextMap
procedure SetMap(NewMap: string) 2.7.7b1
function CreateBulletVector(A, B: TVector; HitM: Single; sStyle: Byte; Owner: TActivePlayer): Integer 2.7.8b1
function CreateBullet(X, Y, VelX, VelY, HitM_ Single; sStyle: Byte; Owner: TActivePlayer): Integer 2.7.8b1
property Objects[ID: Byte]: TActiveMapObject R
property Spawns[ID: Byte]: TActiveSpawnPoint R
property Bullets[ID: Byte]: TActiveMapBullet R 2.7.8.b1
property RedFlag: TActiveFlag R
property BlueFlag: TActiveFlag R
property YellowFlag: TActiveFlag R
property OnBeforeMapChange: TOnBeforeMapChangeEvent RW
property OnAfterMapChange: TOnAfterMapChangeEvent RW