Squirrel/Server/Events/Player/onPlayerWeaponChange
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(Difference between revisions)
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== Syntax == | == Syntax == | ||
− | <code>function onPlayerWeaponChange( player, oldWeapon, newWeapon, | + | <code>function onPlayerWeaponChange( player, oldWeapon, newWeapon, iAmmo )</code> |
=== Arguments === | === Arguments === |
Latest revision as of 13:37, 17 February 2015
This is called when a player switches their weapon.
[edit] Syntax
function onPlayerWeaponChange( player, oldWeapon, newWeapon, iAmmo )
[edit] Arguments
- player - The player pointer
- oldWeapon - ID of the weapon the player was wielding before the detected change
- newWeapon - ID of the weapon after the change
- iAmmo - Ammo of the weapon
[edit] Returns
This event does not handle return values.
[edit] Example
This example will reset the player's weapons if they switch to grenades.
function onPlayerWeaponChange( player, oldwep, newwep, ammo ) { if ( newwep == WEP_GRENADE ) { MessagePlayer( "Grenades are not allowed!", player ); player.ClearWeapons(); } return 1; }
[edit] Notes
The functions MessagePlayer and Player.ClearWeapons were used in this example. More info about them can be found in the corresponding pages.
[edit] Related Events
- onPlayerAction
- onPlayerArmourChange
- onPlayerCashChange
- onPlayerChat
- onPlayerCommand
- onPlayerConnect
- onPlayerDeath
- onPlayerFall
- onPlayerHealthChange
- onPlayerIslandChange
- onPlayerJoin
- onPlayerKeyStateChange
- onPlayerKill
- onPlayerPart
- onPlayerScoreChange
- onPlayerSkinChange
- onPlayerSpawn
- onPlayerUpdate
- onPlayerTeamChange
- onPlayerUseDetonator
- onPlayerVirtualWorldChange
- onPlayerWeaponChange