Difference between revisions of "ConflictSystem"
(→GetConflictTable) |
(→GetConflictTable) |
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Line 5: | Line 5: | ||
=== GetConflictTable === | === GetConflictTable === | ||
'' | '' | ||
− | + | Get the conflict table for a mobile | |
− | + | @param mobile(mobileObj) | |
− | + | @return luaTable containing all conflicts for this mobile | |
− | function GetConflictTable(mobile) | + | |
+ | function GetConflictTable(mobile) | ||
if ( mobile == nil or not mobile ) then | if ( mobile == nil or not mobile ) then | ||
LuaDebugCallStack("[Conflict] Invalid mobile provided.") | LuaDebugCallStack("[Conflict] Invalid mobile provided.") | ||
Line 14: | Line 15: | ||
end | end | ||
return mobile:GetObjVar("Conflicts") or {} | return mobile:GetObjVar("Conflicts") or {} | ||
− | end | + | end |
'' | '' | ||
Revision as of 07:45, 27 January 2018
welcome this will discuss the contents of the globals\helpers\conflict.lua
Contents
- 1 ConflictRelations Table
- 2 Conflict Functions
- 2.1 GetConflictTable
- 2.2 ClearConflictTable
- 2.3 SetConflictTable
- 2.4 FreezeConflictTable
- 2.5 GetConflictRelation
- 2.6 ValidConflictRelationTable
- 2.7 UpdateConflictRelation
- 2.8 ConflictEquals
- 2.9 AdvanceConflictRelation
- 2.10 ForeachAggressor
- 2.11 IsAggressor
- 2.12 IsMobTaggedBy
- 2.13 TagMob
- 2.14 InheritAggressivePlayerConflicts
- 2.15 GetNearbyTaggedMobiles
- 2.16 InitializeClientConflicts
ConflictRelations Table
Conflict Functions
GetConflictTable
Get the conflict table for a mobile @param mobile(mobileObj) @return luaTable containing all conflicts for this mobile
function GetConflictTable(mobile) if ( mobile == nil or not mobile ) then LuaDebugCallStack("[Conflict] Invalid mobile provided.") return {} end return mobile:GetObjVar("Conflicts") or {} end