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<title>Castle Game Engine: CastleItems: Class TItemWeapon</title>
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<a name="TItemWeapon"></a><h1 class="cio">Class TItemWeapon</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>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
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<a href="CastleItems.html">CastleItems</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TItemWeapon = class(<a class="normal" href="CastleItems.TInventoryItem.html">TInventoryItem</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TInventoryItem description follows</div><p>
An item that can be used, kept in the inventory, or (using <a class="normal" href="CastleItems.TInventoryItem.html#PutOnWorld">PutOnWorld</a> that wraps it in <a class="normal" href="CastleItems.TItemOnWorld.html">TItemOnWorld</a>) dropped on 3D world. Thanks to the <a class="normal" href="CastleItems.TInventoryItem.html#Quantity">Quantity</a> property, this may actually represent many "stacked" items, all having the same properties.</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="CastleItems.TInventoryItem.html">TInventoryItem</a></li>
<li class="thisitem">TItemWeapon</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemWeapon.html#Attack">Attack</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemWeapon.html#Use">Use</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleItems.TItemWeapon.html#Resource">Resource</a></b>: <a href="CastleItems.TItemWeaponResource.html">TItemWeaponResource</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemWeapon.html#Equip">Equip</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemWeapon.html#EquippedAttack">EquippedAttack</a></b>(const LifeTime: Single); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemWeapon.html#EquippedUpdate">EquippedUpdate</a></b>(const LifeTime: Single); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleItems.TItemWeapon.html#EquippedScene">EquippedScene</a></b>(const LifeTime: Single): <a href="CastleScene.TCastleScene.html">TCastleScene</a>; virtual;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Attack"></a><code>procedure <b>Attack</b>; virtual;</code></td>
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Make real <code>attack</code>, immediate (short-range/shoot) or firing missile. Called during weapon <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackAnimation">TItemWeaponResource.AttackAnimation</a>, at the time <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackTime">TItemWeaponResource.AttackTime</a>. The default implementation in <code>TItemWeapon</code> does a short-range/shoot <code>attack</code> (if AttackDamageConst or AttackDamageRandom or AttackKnockbackDistance non-zero) and fires a missile (if FireMissileName not empty).</p>
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<td class="itemcode"><a name="Use"></a><code>procedure <b>Use</b>; override;</code></td>
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<td class="itemcode"><a name="Resource"></a><code>function <b>Resource</b>: <a href="CastleItems.TItemWeaponResource.html">TItemWeaponResource</a>;</code></td>
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<td class="itemcode"><a name="Equip"></a><code>procedure <b>Equip</b>; virtual;</code></td>
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Owner equips this weapon.</p>
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<td class="itemcode"><a name="EquippedAttack"></a><code>procedure <b>EquippedAttack</b>(const LifeTime: Single); virtual;</code></td>
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Owner starts <a class="normal" href="CastleItems.TItemWeapon.html#Attack">attack</a> with this equipped weapon.</p>
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<td class="itemcode"><a name="EquippedUpdate"></a><code>procedure <b>EquippedUpdate</b>(const LifeTime: Single); virtual;</code></td>
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<p>
Time passses for equipped weapon.</p>
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<td class="itemcode"><a name="EquippedScene"></a><code>function <b>EquippedScene</b>(const LifeTime: Single): <a href="CastleScene.TCastleScene.html">TCastleScene</a>; virtual;</code></td>
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Return the 3D model to render for this equipped weapon, or <code>Nil</code> if none.</p>
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