Class TItemWeapon
Unit
CastleItems
Declaration
type TItemWeapon = class(TInventoryItem)
Description
no description available, TInventoryItem description follows
An item that can be used, kept in the inventory, or (using PutOnWorld that wraps it in TItemOnWorld) dropped on 3D world. Thanks to the Quantity property, this may actually represent many "stacked" items, all having the same properties.
Hierarchy
Overview
Methods
Description
Methods
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procedure Attack; virtual; |
Make real attack , immediate (short-range/shoot) or firing missile. Called during weapon TItemWeaponResource.AttackAnimation, at the time TItemWeaponResource.AttackTime. The default implementation in TItemWeapon does a short-range/shoot attack (if AttackDamageConst or AttackDamageRandom or AttackKnockbackDistance non-zero) and fires a missile (if FireMissileName not empty).
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procedure Use; override; |
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procedure Equip; virtual; |
Owner equips this weapon.
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procedure EquippedAttack(const LifeTime: Single); virtual; |
Owner starts attack with this equipped weapon.
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procedure EquippedUpdate(const LifeTime: Single); virtual; |
Time passses for equipped weapon.
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function EquippedScene(const LifeTime: Single): TCastleScene; virtual; |
Return the 3D model to render for this equipped weapon, or Nil if none.
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Generated by PasDoc 0.13.0 on 2014-08-30 12:10:36
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