Events
Weapons the weapon events
Use these events to hear when a weapon is fired, swung, reloaded or lands a melee hit.
public static class Weapons
{
public static bool IsAvailable { get; }
public static event Action<WeaponFiredArgs> Fired;
public static event Action<WeaponInfo> MeleeSwung;
public static event Action<WeaponInfo> Reloaded;
public static event Action<HitArgs> Hit;
}
| Property | Type | What it means |
|---|---|---|
IsAvailable | bool | false when one of the first three events could not be set up. |
| Event | Gives you | When it fires |
|---|---|---|
Fired | WeaponFiredArgs | A Detonator press used a charge. |
MeleeSwung | WeaponInfo | A melee swing has started. |
Reloaded | WeaponInfo | A Detonator reload has started. |
Hit | HitArgs | A melee hit has landed. See Hit power. |
WeaponFiredArgs what you get when a Detonator goes off
Fired gives you this when a Detonator goes off, and Kind is Explosive for it.
public sealed class WeaponFiredArgs
{
public int ItemId { get; }
public WeaponKind Kind { get; }
public int AmmoLoaded { get; }
}
| Property | Type | What it means |
|---|---|---|
ItemId | int | The Detonator’s item id. |
Kind | WeaponKind | Always Explosive. |
AmmoLoaded | int | The ammo loaded after the press. |
Things to know
Firedfires when a Detonator press uses a charge.KindisExplosive. Nothing else raises it.MeleeSwungfires once for each swing, when the swing’s hit window opens. It does not fire once for each thing the swing hits.Reloadedfires when a Detonator reload starts and its ammo item is used up. The refill comes later, so the snapshot shows the ammo from before the refill.Hitfires once for each melee hit that a target accepts, just before the target takes the damage. See “Hit power” for what you get.- Damage to the player from weapons is not repeated here. Use
Survival.Damaged(see the core API page).