Difference between revisions of "TActivePlayer.OnDamage"

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m (Example)
m (2.7.8.b1 declaration change)
Line 2: Line 2:
 
   Access mode: RW
 
   Access mode: RW
 
   Event handler type: [[TOnDamageEvent]]
 
   Event handler type: [[TOnDamageEvent]]
   Event handler declaration: function (Shooter, Victim: TActivePlayer; Damage: Integer; BulletID: Byte): Integer
+
   Event handler declaration: function ('''Shooter''', '''Victim''': TActivePlayer; '''Damage''': Integer; '''Bullet''': [[TActiveMapBullet]]): Integer
  
 
==Description==
 
==Description==
Line 10: Line 10:
 
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: Integer; BulletID: Byte): Integer
+
function OnDamageZero(Shooter, Victim: TActivePlayer; Damage: Integer; Bullet: TActiveMapBullet): Integer
 
begin
 
begin
 
   Result := 0;
 
   Result := 0;

Revision as of 10:44, 4 October 2014

property OnDamage
 Access mode: RW
 Event handler type: TOnDamageEvent
 Event handler declaration: function (Shooter, Victim: TActivePlayer; Damage: Integer; Bullet: TActiveMapBullet): Integer

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: Integer; Bullet: TActiveMapBullet): Integer
begin
  Result := 0;
end;

var 
  i: Byte;
begin
  for i:=1 to 32 do
    Players[i].OnDamage := @OnDamageZero;
end.