Script: Damage callback changed to Damage(Change, Cause, CausedByPlr)

rope
Günther Brammer 2012-05-06 14:45:35 +02:00
parent 752e945b8d
commit 2510734ad3
8 changed files with 10 additions and 10 deletions

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@ -85,8 +85,8 @@
</row>
<row id="Damage">
<literal_col>Damage</literal_col>
<col>int change, int by_player</col>
<col>When the object is damage.</col>
<col>int change, int cause, int by_player</col>
<col>When the object is damaged. See <emlink href="script/Effects.html#damagecause">Fx*Damage</emlink>for <code>cause</code> values.</col>
</row>
<row id="DeepBreath">
<literal_col>DeepBreath</literal_col>

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@ -557,7 +557,7 @@ global func FxExplodeOnDeathCurseStop(object target, proplist effect, int reason
<h>Fx*Damage</h>
<text><code>int Fx*Damage (object target, proplist effect, int damage, int cause);</code></text>
<text>Every effect receives this callback whenever the energy or damage value of the target object is to change. If the function is defined, it should then return whether to allow the change.</text>
<text>This callback is made upon life energy changes in living beings and damage value changes in non-livings - but not vice versa. cause contains the value change and reason:</text>
<text id="damagecause">This callback is made upon life energy changes in living beings and damage value changes in non-livings - but not vice versa. cause contains the value change and reason:</text>
<text>
<table>
<rowh>

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@ -100,7 +100,7 @@ public func IsProjectileTarget(target,shooter)
return 1;
}
public func Damage(int change, int byplayer)
public func Damage()
{
Incinerate();
}

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@ -201,7 +201,7 @@ func FxLifeTimerTimer(target, effect, time)
}
}
func Damage(int damage, object from)
func Damage()
{
// splatter
if(grow_anim)
@ -451,4 +451,4 @@ func FxQuickFadeTimer(target, effect, time)
SetClrModulation(RGBa(255, 255, 255, effect.alpha));
if(effect.alpha <= 0) return -1;
return 1;
}
}

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@ -286,7 +286,7 @@ public func FaceRight()
public func IsProjectileTarget(target,shooter) { return true; }
public func Damage(int change, int byplayer)
public func Damage()
{
if(GetDamage() > health)
{

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@ -10,7 +10,7 @@ protected func Initialize()
public func IsProjectileTarget(target,shooter) { return true; }
public func Damage(int change, int byplayer)
public func Damage()
{
if(GetDamage() > health)
{

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@ -37,7 +37,7 @@ public func Incineration()
return;
}
public func Damage(int change, int byplayer)
public func Damage()
{
if (GetDamage() > (size/4)) Destroy();
}

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@ -1195,7 +1195,7 @@ void C4Object::DoDamage(int32_t iChange, int32_t iCausedBy, int32_t iCause)
// Change value
Damage = Max<int32_t>( Damage+iChange, 0 );
// Engine script call
Call(PSF_Damage,&C4AulParSet(C4VInt(iChange), C4VInt(iCausedBy)));
Call(PSF_Damage,&C4AulParSet(C4VInt(iChange), C4VInt(iCause), C4VInt(iCausedBy)));
}
void C4Object::DoEnergy(int32_t iChange, bool fExact, int32_t iCause, int32_t iCausedByPlr)