GetPlayerTargetCollision: Difference between revisions
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{{Client function}} | {{Client function}} | ||
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{{Needs_Checking|This function always returns 0,0,0}} | {{Needs_Checking|This function always returns 0,0,0}} | ||
__NOTOC__ | __NOTOC__ |
Revision as of 14:30, 20 January 2009
This function is deprecated. This means that its use is discouraged and that it might not exist in future versions, but there should be a more generic way to perform what it does. | |
This article needs checking. | |
Reason(s): This function always returns 0,0,0 |
This function allows retrieval of where a player's target is blocked. It will only be blocked if there is an obstacle within a player's target range.
Syntax
float float float getPlayerTargetCollision ( player targetingPlayer )
Required Arguments
- targetingPlayer: This is the player whose target collision you wish to retrieve
Returns
Returns three floats, x,y,z, representing the position where the player's target collides, or false if it was unsuccessful.
Example
This page does not have an example.
--add an example here
See Also
- getPlayerTeam
- getPlayerBlurLevel
- setPlayerBlurLevel
- getPlayerSerial
- forcePlayerMap
- getPlayerScriptDebugLevel
- getPlayerFromName
- getPlayerMoney
- getPlayerName
- getPlayerNametagColor
- getPlayerNametagText
- getPlayerPing
- getPlayerWantedLevel
- givePlayerMoney
- isPlayerMapForced
- isPlayerNametagShowing
- setPlayerHudComponentVisible
- setPlayerMoney
- setPlayerNametagColor
- setPlayerNametagShowing
- setPlayerNametagText
- takePlayerMoney
- countPlayersInTeam
- getPlayersInTeam
- isVoiceEnabled
- setControlState
- getControlState