/// <summary> /// Raises the <see cref="PlayerTakeDamage" /> event. /// </summary> /// <param name="player">The player triggering the event.</param> /// <param name="e">An <see cref="DamageEventArgs" /> that contains the event data. </param> protected virtual void OnPlayerTakeDamage(GtaPlayer player, DamageEventArgs e) { if (PlayerTakeDamage != null) PlayerTakeDamage(player, e); }
/// <summary> /// Raises the <see cref="PlayerGiveDamage" /> event. /// </summary> /// <param name="player">The player triggering the event.</param> /// <param name="e">An <see cref="DamageEventArgs" /> that contains the event data. </param> protected virtual void OnPlayerGiveDamage(BasePlayer player, DamageEventArgs e) { PlayerGiveDamage?.Invoke(player, e); }
/// <summary> /// Raises the <see cref="PlayerGiveDamageActor" /> event. /// </summary> /// <param name="actor">The actor.</param> /// <param name="e">The <see cref="DamageEventArgs" /> instance containing the event data.</param> protected void OnPlayerGiveDamageActor(Actor actor, DamageEventArgs e) { if (PlayerGiveDamageActor != null) PlayerGiveDamageActor(actor, e); }
/// <summary> /// Raises the <see cref="PlayerGiveDamageActor" /> event. /// </summary> /// <param name="actor">The actor.</param> /// <param name="e">The <see cref="DamageEventArgs" /> instance containing the event data.</param> protected void OnPlayerGiveDamageActor(Actor actor, DamageEventArgs e) { PlayerGiveDamageActor?.Invoke(actor, e); }