WasEventCancelled: Difference between revisions

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(New page: __NOTOC__ {{Server client function}} This function checks whether or not the currently active event was canceled. This is mainly useful for custom events created by scripts. ==Syntax== <...)
 
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__NOTOC__
__NOTOC__
{{Server client function}}
{{Server client function}}
This function checks whether or not the currently active event was canceled. This is mainly useful for custom events created by scripts.
 
This function checks if the last completed event was cancelled. This is mainly useful for custom events created by scripts.
 
Events can be cancelled using [[cancelEvent]], this indicates that the resource which triggered the event should do whatever it can to reverse any changes made by whatever caused the event. See [[triggerEvent]] for a more detailed explanation of this.


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool wasEventCanceled ( )   
bool wasEventCancelled ( )   
</syntaxhighlight>
</syntaxhighlight>


===Returns===
===Returns===
Returns ''true'' if the event was canceled, ''false'' if it wasn't or doesn't exist.
Returns ''true'' if the event was cancelled, ''false'' if it wasn't or doesn't exist.


==Example==  
==Example==  
This example implements a custom event ''onFlagPickup'' that would be triggered if an ''onMarkerHit'' event was triggered on a marker whose parent was a ''flag'' element. If the event isn't canceled then an element data value is set on the player.
This example implements a custom event ''onFlagPickup'' that would be triggered if an ''onMarkerHit'' event was triggered on a marker whose parent was a ''flag'' element. If the event isn't canceled then an element data value is set on the player.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addEvent ( "onFlagPickup", "thePlayer" )
addEvent ( "onFlagPickup", true )


function flagHitcheck ( thePlayer )
function flagHitcheck ( thePlayer )
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         triggerEvent ( "onFlagPickup", source, thePlayer ) -- trigger our onFlagPickup event
         triggerEvent ( "onFlagPickup", source, thePlayer ) -- trigger our onFlagPickup event
          
          
         if ( not wasEventCanceled() ) then -- if the handler for the event didn't cancel it then
         if ( not wasEventCancelled() ) then -- if handlers for 'onFlagPickup' didn't cancel it then
             setElementData ( thePlayer, "hasFlag", true ) -- set that the player picked up the flag
             setElementData ( thePlayer, "hasFlag", true ) -- set that the player picked up the flag
         end
         end
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==See Also==
==See Also==
{{Event functions}}
{{Event functions}}
[[ru:wasEventCancelled]]

Latest revision as of 11:51, 8 June 2022

This function checks if the last completed event was cancelled. This is mainly useful for custom events created by scripts.

Events can be cancelled using cancelEvent, this indicates that the resource which triggered the event should do whatever it can to reverse any changes made by whatever caused the event. See triggerEvent for a more detailed explanation of this.

Syntax

bool wasEventCancelled ( )   

Returns

Returns true if the event was cancelled, false if it wasn't or doesn't exist.

Example

This example implements a custom event onFlagPickup that would be triggered if an onMarkerHit event was triggered on a marker whose parent was a flag element. If the event isn't canceled then an element data value is set on the player.

addEvent ( "onFlagPickup", true )

function flagHitcheck ( thePlayer )
    parentElement = getElementParent ( source ) -- get the parent of the marker
    if ( getElementType ( parentElement ) == "flag" ) then -- if it was a flag element then
        triggerEvent ( "onFlagPickup", source, thePlayer ) -- trigger our onFlagPickup event
        
        if ( not wasEventCancelled() ) then -- if handlers for 'onFlagPickup' didn't cancel it then
            setElementData ( thePlayer, "hasFlag", true ) -- set that the player picked up the flag
        end
    end
end
addEventHandler ( "onMarkerHit", getRootElement(), flagHitCheck )

See Also