forked from Mirrors/openclonk
45 lines
1.6 KiB
XML
45 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<!DOCTYPE funcs
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SYSTEM '../../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
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<funcs>
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<func>
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<title>SetCrewStatus</title>
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<category>Objects</category>
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<subcat>Crew</subcat>
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<version>5.1 OC</version>
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<syntax>
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<rtype>bool</rtype>
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<params>
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<param>
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<type>int</type>
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<name>player</name>
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<desc>Player number of the player whose crew you want to change.</desc>
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</param>
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<param>
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<type>bool</type>
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<name>into_crew</name>
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<desc><code>true</code> if you want to add a clonk to the crew and <code>false</code> if you want to remove him.</desc>
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</param>
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</params>
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</syntax>
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<desc>Adds or removes an object (usually a clonk) to or from the crew of a player. The object must have the CrewMember property set in the DefCore.
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This does not add the object to the permanent crew of the player, use <funclink>MakeCrewMember</funclink> for that.</desc>
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<examples>
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<example>
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<code>var nClonk = <funclink>CreateObject</funclink>(Clonk);
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nClonk->SetCrewStatus(<funclink>GetOwner</funclink>(), true);</code>
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<text>This script creates a new clonk and adds it to the crew list of the owner.</text>
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</example>
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</examples>
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<related>
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<funclink>GetCrew</funclink>
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<funclink>CrewMember</funclink>
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<funclink>MakeCrewMember</funclink>
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<funclink>OCF_CrewMember</funclink>
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<funclink>GrabObjectInfo</funclink>
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</related>
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</func>
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<author>Clonkonaut</author><date>2008-05</date>
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</funcs>
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