OnSiegeWeaponFire
Usage
- Return a non-null value to override default behavior
Example Autogenerated
csharp
private void OnSiegeWeaponFire( Ballista ballistaOwner, BasePlayer player )
{
Puts( "OnSiegeWeaponFire works!" );
}
csharp
private void OnSiegeWeaponFire( BatteringRam instance, BasePlayer player )
{
Puts( "OnSiegeWeaponFire works!" );
}
csharp
private void OnSiegeWeaponFire( Catapult instance, BasePlayer player )
{
Puts( "OnSiegeWeaponFire works!" );
}
Location
- BallistaGun::SERVER_FireClientProjectile(BaseEntity/RPCMessage msg)
- BatteringRam::SERVER_WantsAttack(BaseEntity/RPCMessage msg)
- Catapult::SERVER_WantsFire(BaseEntity/RPCMessage msg)
csharp
//---
}
if (player.InSafeZone())
{
return;
}
if (Interface.CallHook("OnSiegeWeaponFire", this.ballistaOwner, player) != null)
{
return;
}
ItemDefinition ammoType = this.magazine.ammoType;
if (ammoType == null)
//---
csharp
//---
}
if (driver.InSafeZone())
{
return;
}
if (Interface.CallHook("OnSiegeWeaponFire", this, player) != null)
{
return;
}
base.ClientRPC(RpcTarget.NetworkGroup("CLIENT_Attack"));
base.Invoke(delegate
//---
csharp
//---
BasePlayer player = msg.player;
if (!this.CanFire())
{
return;
}
if (Interface.CallHook("OnSiegeWeaponFire", this, player) != null)
{
return;
}
float force = this.reloadProgress;
this.Fire(player, force);
//---