SetPedBleeding: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
{{New feature/item|3.0159|1.5.8|20935|This function allows you to set [[player|player's]] or [[ped|ped's]] bleeding effect.}}
{{Added feature/item|3.0159|1.5.9|1.5.8|20935|This function allows you to set [[player|player's]] or [[ped|ped's]] bleeding effect.}}
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">bool setPedBleeding( ped thePed, bool bleeding ) </syntaxhighlight>  
<syntaxhighlight lang="lua">bool setPedBleeding( ped thePed, bool bleeding ) </syntaxhighlight>  
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===Required Arguments===
===Required Arguments===
*'''thePed:''' the player or ped whose bleeding effect you want to set of.
*'''thePed:''' The [[player]] or [[ped]] whose bleeding effect you want to set of.
*'''bleeding:''' boolean specifying whether the player or ped is bleeding or not.
*'''bleeding:''' [[Boolean]] specifying whether the player or ped is bleeding or not.


===Returns===
===Returns===
Returns ''true'' if the bleeding state was successfully set, ''error'' is raised otherwise.
Returns ''true'' if the bleeding state was successfully set, ''false'' otherwise.


==Example==
==Example==

Revision as of 10:38, 20 September 2021

20935

Syntax

bool setPedBleeding( ped thePed, bool bleeding ) 

OOP Syntax Help! I don't understand this!

Method: ped:setBleeding(...)
Variable: .bleeding
Counterpart: isPedBleeding


Required Arguments

  • thePed: The player or ped whose bleeding effect you want to set of.
  • bleeding: Boolean specifying whether the player or ped is bleeding or not.

Returns

Returns true if the bleeding state was successfully set, false otherwise.

Example

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Requirements

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See Also