ProcessTrapHit - ObjectReference
Revision as of 17:48, 24 October 2011 by imported>Jlundin
Member of: ObjectReference Script
Tells this reference to handle getting hit by a trap, dealing the specified amount of damage and possibly applying a pushback force.
Syntax[edit | edit source]
Function ProcessTrapHit(ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, /
float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger) native
Parameters[edit | edit source]
- akTrap: Which trap reference just hit this reference.
- afDamage: How much damage to deal to this reference.
- afPushback: How far back to push this reference.
- afXVel: The impact vector's X coordinate.
- afYVel: The impact vector's Y coordinate.
- afZVel: The impact vector's Z coordinate.
- afXPos: The impact point's X coordinate.
- afYPos: The impact point's Y coordinate.
- afZPos: The impact point's Z coordinate.
- aeMaterial: Opaque integer value denoting what material the trap is. (Usually received via an OnTrapHit event)
- afStagger: How much to stagger the target, 0.0-1.0.
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Process a trap hit on the player with just a little bit of damage, and no pushback or stagger, with a position
; velocity, and material from somewhere else (probably OnTrapHit)
Game.GetPlayer().ProcessTrapHit(SpikeTrap, 1.0, 0.0, xvel, yvel, zvel, xpos, ypos, zpos, material, 0.0)