OnClientWeaponFire: Difference between revisions
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==Cancel Effect== | ==Cancel Effect== | ||
If this event was [[Event system#Canceling|canceled]], then the | If this event was [[Event system#Canceling|canceled]], then the weapon will not fire. | ||
==Example== | ==Example== |
Revision as of 14:00, 5 July 2013
This event will be triggered once a client fires his weapon.
Parameters
element hitElement, float posX, float posY, float posZ, float normalX, float normalY, float normalZ, int materialType, int lighting, int pieceHit
- hitElement: the element that was hit
- posX: the position it will hit
- posY: the position it will hit
- posZ: the position it will hit
- normalX: the normal it hit ( see processLineOfSight )
- normalY: the normal it hit ( see processLineOfSight )
- normalZ: the normal it hit ( see processLineOfSight )
- materialType: the material type it hit ( see processLineOfSight )
- lighting: the lighting of the entity it hit ( see processLineOfSight )
- pieceHit: the piece of the entity it hit ( see processLineOfSight )
Source
The source of this event is the weapon that was fired.
Cancel Effect
If this event was canceled, then the weapon will not fire.
Example
This example prevents the player from firing a Deagle.
Click to collapse [-]
Clientfunction noDeagle() local weaponID = getElementModel(source) -- Gets the ID of the weapon. if weaponID == 24 then -- If the weapon ID is of the Deagle's then cancel the event. cancelEvent() end end addEventHandler("onClientWeaponFire", getRootElement(), noDeagle) -- Attach the event 'onClientWeaponFire' to the function.
See Also
Client event functions
- triggerLatentServerEvent
- triggerServerEvent
- Shared
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled