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Difference between revisions of "Bz pauseCountdown"
From BZFlagWiki
(Create API Function Page. Include Example.) |
m (Added new function with int param) |
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+ | {{apicall | ||
+ | | name = bz_pauseCountdown | ||
+ | | version = 2.4.3 | ||
+ | | returns = | ||
+ | | returntype = void | ||
+ | | description = Pauses the countdown that is currently running. | ||
+ | | param1 = playerID | ||
+ | | param1type = int | ||
+ | | param1desc = The id of the player stopping the countdown. Note that this value does not have to be a callsign of a player in the server, it can be any string. | ||
+ | }} | ||
+ | |||
{{apicall | {{apicall | ||
| name = bz_pauseCountdown | | name = bz_pauseCountdown | ||
Line 11: | Line 22: | ||
===Example=== | ===Example=== | ||
Pause the countdown if a player pauses, saying the player that paused decided to pause the countdown also. | Pause the countdown if a player pauses, saying the player that paused decided to pause the countdown also. | ||
− | case bz_ePlayerPausedEvent:{ | + | case bz_ePlayerPausedEvent: |
− | + | { | |
− | + | if (bz_isCountDownActive() && ((bz_PlayerPausedEventData_V1*)eventData)->pause) { | |
− | + | bz_pauseCountdown(bz_getPlayerCallsign(((bz_PlayerPausedEventData_V1*)eventData)->playerID)); | |
− | }break; | + | } |
+ | } | ||
+ | break; |
Revision as of 08:34, 22 August 2015
void bz_pauseCountdown (int playerID)
Minimum API Version: 2.4.3
Pauses the countdown that is currently running.
Parameters:
playerID - The id of the player stopping the countdown. Note that this value does not have to be a callsign of a player in the server, it can be any string.
void bz_pauseCountdown (const char* pausedBy)
Pauses the countdown that is currently running.
Parameters:
pausedBy - The name of the player stopping the countdown. Note that this value does not have to be a callsign of a player in the server, it can be any string.
Example
Pause the countdown if a player pauses, saying the player that paused decided to pause the countdown also.
case bz_ePlayerPausedEvent: { if (bz_isCountDownActive() && ((bz_PlayerPausedEventData_V1*)eventData)->pause) { bz_pauseCountdown(bz_getPlayerCallsign(((bz_PlayerPausedEventData_V1*)eventData)->playerID)); } } break;