Class Pickup
A pickup element
Pickups are rotating objects that have logic when a player collides with them.
Some default pickups are weapon, health and armor pickups. But you can also have custom pickups with custom logic when hit
Assembly: SlipeServer.Server.dll
Syntax
public class Pickup : Element
Constructors
|
Edit this page
View Source
Pickup(Vector3, PickupModel)
Declaration
public Pickup(Vector3 position, PickupModel model)
Parameters
|
Edit this page
View Source
Pickup(Vector3, PickupType, float)
Declaration
public Pickup(Vector3 position, PickupType type, float amount)
Parameters
|
Edit this page
View Source
Pickup(Vector3, WeaponId, ushort)
Declaration
public Pickup(Vector3 position, WeaponId type, ushort ammo)
Parameters
|
Edit this page
View Source
Pickup(Vector3, ushort)
Declaration
public Pickup(Vector3 position, ushort model)
Parameters
Properties
|
Edit this page
View Source
Ammo
Declaration
public ushort? Ammo { get; }
Property Value
|
Edit this page
View Source
Armor
Declaration
public float? Armor { get; }
Property Value
|
Edit this page
View Source
CollisionShape
Declaration
public CollisionShape CollisionShape { get; init; }
Property Value
|
Edit this page
View Source
ElementType
The element type as per MTA's specifications. Multiple C# types can share the same MTA element type.
Declaration
public override ElementType ElementType { get; }
Property Value
Overrides
|
Edit this page
View Source
Health
Declaration
public float? Health { get; }
Property Value
|
Edit this page
View Source
IsUsable
Declaration
public bool IsUsable { get; set; }
Property Value
|
Edit this page
View Source
IsVisible
Declaration
public bool IsVisible { get; set; }
Property Value
|
Edit this page
View Source
Model
Declaration
public ushort Model { get; }
Property Value
|
Edit this page
View Source
Declaration
public bool OnFootOnly { get; set; }
Property Value
|
Edit this page
View Source
PickupType
Declaration
public PickupType PickupType { get; }
Property Value
|
Edit this page
View Source
RespawnTime
Declaration
public uint RespawnTime { get; set; }
Property Value
|
Edit this page
View Source
WeaponType
Declaration
public WeaponId? WeaponType { get; }
Property Value
Methods
|
Edit this page
View Source
AssociateWith(MtaServer)
Declaration
public Pickup AssociateWith(MtaServer server)
Parameters
Returns
|
Edit this page
View Source
CanBeUsedBy(Player)
Declaration
public bool CanBeUsedBy(Player player)
Parameters
Type |
Name |
Description |
Player |
player |
|
Returns
|
Edit this page
View Source
ChangeToOrUpdateArmorPickup(float)
Declaration
public void ChangeToOrUpdateArmorPickup(float amount)
Parameters
Type |
Name |
Description |
float |
amount |
|
|
Edit this page
View Source
ChangeToOrUpdateCustomPickup(PickupModel)
Declaration
public void ChangeToOrUpdateCustomPickup(PickupModel model)
Parameters
|
Edit this page
View Source
ChangeToOrUpdateCustomPickup(ushort)
Declaration
public void ChangeToOrUpdateCustomPickup(ushort model)
Parameters
Type |
Name |
Description |
ushort |
model |
|
|
Edit this page
View Source
ChangeToOrUpdateHealthPickup(float)
Declaration
public void ChangeToOrUpdateHealthPickup(float amount)
Parameters
Type |
Name |
Description |
float |
amount |
|
|
Edit this page
View Source
ChangeToOrUpdateWeaponPickup(WeaponId, ushort)
Declaration
public void ChangeToOrUpdateWeaponPickup(WeaponId weapon, ushort ammo)
Parameters
|
Edit this page
View Source
Use(Player)
Declaration
public void Use(Player player)
Parameters
Type |
Name |
Description |
Player |
player |
|
Events
|
Edit this page
View Source
PickupTypeChanged
Declaration
public event ElementEventHandler<Pickup, EventArgs>? PickupTypeChanged
Event Type
|
Edit this page
View Source
Reset
Declaration
public event ElementEventHandler<Pickup, EventArgs>? Reset
Event Type
|
Edit this page
View Source
Used
Declaration
public event ElementEventHandler<Pickup, PickupUsedEventArgs>? Used
Event Type
Extension Methods