OnTrapTrigger
Usage
- Return a non-null value to override default behavior
Example Autogenerated
csharp
private object OnTrapTrigger( BearTrap instance, UnityEngine.GameObject obj )
{
Puts( "OnTrapTrigger works!" );
return null;
}csharp
private object OnTrapTrigger( Landmine instance, UnityEngine.GameObject obj )
{
Puts( "OnTrapTrigger works!" );
return null;
}Location
- BearTrap::ObjectEntered(UnityEngine.GameObject obj)
- Landmine::ObjectEntered(UnityEngine.GameObject obj)
csharp
public override void ObjectEntered(GameObject obj)
{
if (Armed() && Interface.CallHook("OnTrapTrigger", this, obj) == null)
{
hurtTarget = obj;
Invoke(DelayedFire, 0.05f);
}
}csharp
//---
if (!Armed())
{
CancelInvoke(Arm);
blocked = true;
}
else if (Interface.CallHook("OnTrapTrigger", this, obj) == null)
{
BasePlayer ply = GameObjectEx.ToBaseEntity(obj) as BasePlayer;
Trigger(ply);
}
}
//---