Difference between revisions of "TActivePlayer.OnDamage"
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Access mode: RW | Access mode: RW | ||
Event handler type: [[TOnDamageEvent]] | Event handler type: [[TOnDamageEvent]] | ||
− | Event handler declaration: function (Shooter, Victim: TActivePlayer; Damage: | + | Event handler declaration: function ('''Shooter''', '''Victim''': TActivePlayer; '''Damage''': Single; '''BulletId''': Byte): Single |
==Description== | ==Description== | ||
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Example ignores all damage dealt, players become invincible. | Example ignores all damage dealt, players become invincible. | ||
<syntaxhighlight lang="pascal"> | <syntaxhighlight lang="pascal"> | ||
− | function OnDamageZero(Shooter, Victim: TActivePlayer; Damage: | + | function OnDamageZero(Shooter, Victim: TActivePlayer; Damage: Single; BulletId: Byte): Single |
begin | begin | ||
Result := 0; | Result := 0; |
Latest revision as of 11:41, 10 July 2016
property OnDamage Access mode: RW Event handler type: TOnDamageEvent Event handler declaration: function (Shooter, Victim: TActivePlayer; Damage: Single; BulletId: Byte): Single
Description
Event property called when a player is hurt, whether from a killing poly, bullet or command.
Example
Example ignores all damage dealt, players become invincible.
function OnDamageZero(Shooter, Victim: TActivePlayer; Damage: Single; BulletId: Byte): Single
begin
Result := 0;
end;
var
i: Byte;
begin
for i:=1 to 32 do
Players[i].OnDamage := @OnDamageZero;
end.