public string ShapeBaseDataShapeBaseDataOnThrow(coShapeBaseData thisobj, coPlayer user, int amount) { // Invoked when the object is thrown. This method should // construct and return the actual mission object to be // physically thrown. This method is also responsible for // decrementing the user's inventory. return("0"); }
public string ShapeBaseDataShapeBaseDataOnPickup(coShapeBaseData thisobj, coItem obj, coPlayer user, int amount) { // Invoked when the user attempts to pickup this datablock object. // The %amount argument is the space in the user's inventory for // this type of datablock. This method is responsible for // incrementing the user's inventory is something is addded. // Should return true if something was added to the inventory. return("0"); }
public void ShapeBaseDamage(coShapeBase shapebase, coShapeBase sourceobject, Point3F position, float damage, string damagetype) { // All damage applied by one object to another should go through this method. // This function is provided to allow objects some chance of overriding or // processing damage values and types. As opposed to having weapons call // ShapeBase::applyDamage directly. Damage is redirected to the datablock, // this is standard procedure for many built in callbacks. if (shapebase.isObject()) { coShapeBaseData datablock = shapebase.getDataBlock(); datablock.call("damage", shapebase, position.AsString(), sourceobject, damage.AsString(), damagetype); } }
public string ShapeBaseDataShapeBaseDataOnUse(coShapeBaseData thisobj, coPlayer user) { //// Invoked when the object uses this datablock, should return //// true if the item was used. return("0"); }
public void ShapeBaseDataDamage(coShapeBaseData thisobj, coShapeBase obj, string position, coShapeBase source, float amount, string damageType) { // Ignore damage by default. This empty method is here to // avoid console warnings. }