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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>Castle Game Engine: Castle3D: Class T3DAlive</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="T3DAlive"></a><h1 class="cio">Class T3DAlive</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="Castle3D.html">Castle3D</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type T3DAlive = class(<a class="normal" href="Castle3D.T3DOrient.html">T3DOrient</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Alive, oriented 3D object. Basis for players, creatures and everything else that has some position, direction and that can be killed.

<p>Note that the <code>T3DAlive</code> doesn't remove dead objects, doesn't make any dead animations or such. <code>T3DAlive</code> class merely keeps track of <a class="normal" href="Castle3D.T3DAlive.html#Life">Life</a>, <a class="normal" href="Castle3D.T3DAlive.html#Dead">Dead</a> and such properties, and allows you to call <a class="normal" href="Castle3D.T3DAlive.html#Hurt">Hurt</a> doing eventual knockback. If your own code doesn't call <a class="normal" href="Castle3D.T3DAlive.html#Hurt">Hurt</a>, or even doesn't look at <a class="normal" href="Castle3D.T3DAlive.html#Life">Life</a> value, then they have no implication for given 3D object, so it may be indestructible just like other 3D objects.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="Castle3D.T3D.html">T3D</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DList.html">T3DList</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DCustomTransform.html">T3DCustomTransform</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DOrient.html">T3DOrient</a></li>
<li class="thisitem">T3DAlive</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>internal const <b><a  href="Castle3D.T3DAlive.html#DefaultKnockBackSpeed">DefaultKnockBackSpeed</a></b> = 1.0;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DAlive.html#SetLife">SetLife</a></b>(const Value: Single); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DAlive.html#CancelKnockback">CancelKnockback</a></b>;</code></td>
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<td class="itemcode"><code>constructor <b><a  href="Castle3D.T3DAlive.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>function <b><a  href="Castle3D.T3DAlive.html#Dead">Dead</a></b>: boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DAlive.html#Hurt">Hurt</a></b>(const LifeLoss: Single; const HurtDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AKnockbackDistance: Single; const Attacker: <a  href="Castle3D.T3DAlive.html">T3DAlive</a>); virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="Castle3D.T3DAlive.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a  href="Castle3D.T3DAlive.html#LastHurtDirection">LastHurtDirection</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FLastHurtDirection;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="Castle3D.T3DAlive.html#LifeTime">LifeTime</a></b>: Single read FLifeTime;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="Castle3D.T3DAlive.html#DieTime">DieTime</a></b>: Single read FDieTime;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a  href="Castle3D.T3DAlive.html#Life">Life</a></b>: Single read FLife write <a  href="Castle3D.T3DAlive.html#SetLife">SetLife</a>;</code></td>
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<td class="itemcode"><code>property <b><a  href="Castle3D.T3DAlive.html#MaxLife">MaxLife</a></b>: Single read FMaxLife write FMaxLife;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a  href="Castle3D.T3DAlive.html#KnockBackSpeed">KnockBackSpeed</a></b>: Single read FKnockBackSpeed write FKnockBackSpeed
      default <a  href="Castle3D.T3DAlive.html#DefaultKnockBackSpeed">DefaultKnockBackSpeed</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DefaultKnockBackSpeed"></a><code>internal const <b>DefaultKnockBackSpeed</b> = 1.0;</code></td>
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&nbsp;</td></tr>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="SetLife"></a><code>procedure <b>SetLife</b>(const Value: Single); virtual;</code></td>
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&nbsp;</td></tr>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="CancelKnockback"></a><code>procedure <b>CancelKnockback</b>;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
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&nbsp;</td></tr>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Dead"></a><code>function <b>Dead</b>: boolean;</code></td>
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<p>
Shortcut for checking Life &lt;= 0.</p>
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<td class="itemcode"><a name="Hurt"></a><code>procedure <b>Hurt</b>(const LifeLoss: Single; const HurtDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AKnockbackDistance: Single; const Attacker: <a  href="Castle3D.T3DAlive.html">T3DAlive</a>); virtual;</code></td>
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<p>
Hurt given creature, decreasing it's life by LifeLoss, setting last attack direction (used by knockback and some other effects), optionally doing a knockback. If all you want to do is to decrease Life, you can also just set <a class="normal" href="Castle3D.T3DAlive.html#Life">Life</a> property. Unless your code depends on <a class="normal" href="Castle3D.T3DAlive.html#LastHurtDirection">LastHurtDirection</a> being always updated (only <a class="normal" href="CastleCreatures.TCreature.html">TCreature</a> in <a class="normal" href="CastleCreatures.html">CastleCreatures</a> unit depends on it now).

<p>HurtDirection should be a normalized vector indicating direction in which the attack came.

<p>AKnockbackDistance, if non-zero, indicates to push creature by given length in the direction given by HurtDirection. Ignored if HurtDirection is zero.

<p>Attacker is the other alive creature that caused this damage. It may be <code>Nil</code> if no other <a class="normal" href="Castle3D.T3DAlive.html">T3DAlive</a> is directly responsible for this damage. This may be useful for various purposes, for example the victim may become aware of attacker presence when it's attacked.</p>
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var RemoveMe: <a  href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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&nbsp;</td></tr>
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<h3 class="detail">Properties</h3>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="LastHurtDirection"></a><code>property <b>LastHurtDirection</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FLastHurtDirection;</code></td>
</tr>
<tr><td colspan="2">
<p>
Direction from where the attack came. Zero if there was no specific direction of last attack, otherwise a normalized (length 1) vector.</p>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="LifeTime"></a><code>property <b>LifeTime</b>: Single read FLifeTime;</code></td>
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&nbsp;</td></tr>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DieTime"></a><code>property <b>DieTime</b>: Single read FDieTime;</code></td>
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<tr><td colspan="2">
<p>
Time of death, only valid if <a class="normal" href="Castle3D.T3DAlive.html#Dead">Dead</a>, taken from <a class="normal" href="Castle3D.T3DAlive.html#LifeTime">LifeTime</a>.</p>
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<td class="visibility"><a  href="legend.html"><img  src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="Life"></a><code>property <b>Life</b>: Single read FLife write <a  href="Castle3D.T3DAlive.html#SetLife">SetLife</a>;</code></td>
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<p>
Current Life. We're dead when this is &lt;= 0.</p>
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<td class="visibility"><a  href="legend.html"><img  src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="MaxLife"></a><code>property <b>MaxLife</b>: Single read FMaxLife write FMaxLife;</code></td>
</tr>
<tr><td colspan="2">
<p>
Maximum amount of life. Used as default value for Life when sensible. Can be also used for information (to display on player HUDs and such).

<p>It's not really a limit, that is you can set Life to something larger than <code>MaxLife</code> if you want. It's normal in some games, where you can get some &quot;magic life boost&quot; that makes your health temporarily larger than normal. Whether it's sensible in your game (and whether your HUD will display it sensibly) is up to you.</p>
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<td class="visibility"><a  href="legend.html"><img  src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="KnockBackSpeed"></a><code>property <b>KnockBackSpeed</b>: Single read FKnockBackSpeed write FKnockBackSpeed
      default <a  href="Castle3D.T3DAlive.html#DefaultKnockBackSpeed">DefaultKnockBackSpeed</a>;</code></td>
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<p>
Scales how far the knockback effect pushes this creature/player.</p>
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