GetSlotFromWeapon: Difference between revisions

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__NOTOC__  
__NOTOC__  
<!-- Describe in plain english what this function does. Don't go into details, just give an overview -->
This allows you to identify the weapon slot that a weapon belongs to.
This allows you to identify the weapon slot that a weapon belongs to


==Syntax==  
==Syntax==  
<!-- NOTE: don't use 'special' names for variable names, e.g. you shouldn't be writing things like 'player player, vehicle vehicle', instead write something like 'player thePlayer, vehicle vehicleToGetInto'. This is less confusing and prevents the syntax highlighting being odd -->
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
int getSlotFromWeapon ( int weaponid )
int getSlotFromWeapon ( int weaponid )
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===Required Arguments===  
===Required Arguments===  
<!-- List each argument one per line. This should be the argument's name as in the argument list above, NOT the argument's data type -->
*'''weaponid:''' Specify the weapon of which weapon slot you want to know.
*'''weaponid:''' Specify the weapon whose weapon slot you want to know


===Returns===
===Returns===
<!-- Make this descriptive. Explain what cases will return false. If you're unsure, add a tag to it so we can check -->
*Returns the player's current weapon slot ID.
*Returns the player's current weapon slot ID
*Returns false if it fails to retrieve current weapon slot or if the weaponid is invalid.
*Returns false if it fails to retrieve current weapon slot


==Example==  
==Example==  
<!-- Explain what the example is in a single sentance -->
This will output to the chatbox what weapon slot a given weapon number belongs to when entered into the console (ie. 'getWeaponSlot 10').
This will output to the chatbox what weapon slot a player is using when the player switches weapons
<!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, one clear and well commented, the other optimized -->
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addEventHandler ( "onPlayerWeaponSwitch", root, "PlayerWeaponSwitched" )
function outputWeaponSlot ( source, commandName, weaponID )
function PlayerWeaponSwitched ( previousWeaponID, currentWeaponID )
local weaponSlot = getSlotFromWeapon ( weaponID )
currentslot = getSlotFromWeapon ( currentWeaponID )
--Make the varible equal the current weapon slot. The current weapon slot was stored by the event
if (weaponSlot) then
outputChatBox ( "You switched to weapon slot "..currentslot )
outputChatBox ( "Weapon ID " .. weaponID ..  " is in weapon slot " .. weaponSlot)
--Output what weapon slot the player is now using
else
    outputChatBox ( "Invalid weapon ID" )
end
end
end
</syntaxhighlight>
addCommandHandler ( "getWeaponSlot", outputWeaponSlot )</syntaxhighlight>


==See Also==
==See Also==
<!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc -->
<!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc -->
[[Weapons|Weapon IDs]]
{{Weapon_functions}}
{{Weapon_functions}}

Revision as of 06:28, 4 August 2007

This allows you to identify the weapon slot that a weapon belongs to.

Syntax

int getSlotFromWeapon ( int weaponid )

Required Arguments

  • weaponid: Specify the weapon of which weapon slot you want to know.

Returns

  • Returns the player's current weapon slot ID.
  • Returns false if it fails to retrieve current weapon slot or if the weaponid is invalid.

Example

This will output to the chatbox what weapon slot a given weapon number belongs to when entered into the console (ie. 'getWeaponSlot 10').

function outputWeaponSlot ( source, commandName, weaponID )
	local weaponSlot = getSlotFromWeapon ( weaponID )
	
	if (weaponSlot) then
		outputChatBox ( "Weapon ID " .. weaponID ..  " is in weapon slot " .. weaponSlot)
	else
	    outputChatBox ( "Invalid weapon ID" )
	end
end
addCommandHandler ( "getWeaponSlot", outputWeaponSlot )

See Also

Weapon IDs