File: CastleItems.TItemWeaponResource.html

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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: CastleItems: Class TItemWeaponResource</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="TItemWeaponResource"></a><h1 class="cio">Class TItemWeaponResource</h1>
<table class="sections wide_list">
<tr>
<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="CastleItems.html">CastleItems</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TItemWeaponResource = class(<a class="normal" href="CastleItems.TItemResource.html">TItemResource</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Weapon that can make an immiediate attack (short-range/shoot) or fire a missile.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleResources.T3DResource.html">T3DResource</a></li>
<li class="ancestor"><a class="normal" href="CastleItems.TItemResource.html">TItemResource</a></li>
<li class="thisitem">TItemWeaponResource</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</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"><code>internal const <b><a  href="CastleItems.TItemWeaponResource.html#DefaultAttackTime">DefaultAttackTime</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a  href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a></b> = 0.0;</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>internal const <b><a  href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a></b> = 0.0;</code></td>
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<td class="itemcode"><code>internal const <b><a  href="CastleItems.TItemWeaponResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a></b> = 0.0;</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>internal const <b><a  href="CastleItems.TItemWeaponResource.html#DefaultAttackShoot">DefaultAttackShoot</a></b> = false;</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>function <b><a  href="CastleItems.TItemWeaponResource.html#ItemClass">ItemClass</a></b>: <a  href="CastleItems.html#TInventoryItemClass">TInventoryItemClass</a>; override;</code></td>
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<td class="itemcode"><code>constructor <b><a  href="CastleItems.TItemWeaponResource.html#Create">Create</a></b>(const AName: string); override;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleItems.TItemWeaponResource.html#LoadFromFile">LoadFromFile</a></b>(ResourceConfig: <a  href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">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"><code>property <b><a  href="CastleItems.TItemWeaponResource.html#EquippingSound">EquippingSound</a></b>: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a>
      read FEquippingSound write FEquippingSound;</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="CastleItems.TItemWeaponResource.html#AttackAnimation">AttackAnimation</a></b>: <a  href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FAttackAnimation;</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="CastleItems.TItemWeaponResource.html#ReadyAnimation">ReadyAnimation</a></b>: <a  href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FReadyAnimation;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleItems.TItemWeaponResource.html#AttackTime">AttackTime</a></b>: Single read FAttackTime write FAttackTime
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackTime">DefaultAttackTime</a>;</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="CastleItems.TItemWeaponResource.html#AttackSoundStart">AttackSoundStart</a></b>: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a>
      read FAttackSoundStart write FAttackSoundStart default <a  href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
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<td class="itemcode"><code>property <b><a  href="CastleItems.TItemWeaponResource.html#AttackAmmo">AttackAmmo</a></b>: string read FAttackAmmo write FAttackAmmo;</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="CastleItems.TItemWeaponResource.html#AttackDamageConst">AttackDamageConst</a></b>: Single read FAttackDamageConst write FAttackDamageConst
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a>;</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="CastleItems.TItemWeaponResource.html#AttackDamageRandom">AttackDamageRandom</a></b>: Single read FAttackDamageRandom write FAttackDamageRandom
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a>;</code></td>
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<tr class="list">
<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="CastleItems.TItemWeaponResource.html#AttackKnockbackDistance">AttackKnockbackDistance</a></b>: Single
      read FAttackKnockbackDistance write FAttackKnockbackDistance
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a>;</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="CastleItems.TItemWeaponResource.html#AttackShoot">AttackShoot</a></b>: boolean read FAttackShoot write FAttackShoot
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackShoot">DefaultAttackShoot</a>;</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="CastleItems.TItemWeaponResource.html#AttackSoundHit">AttackSoundHit</a></b>: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a> read FAttackSoundHit write FAttackSoundHit;</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="CastleItems.TItemWeaponResource.html#FireMissileName">FireMissileName</a></b>: string read FFireMissileName write FFireMissileName;</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="CastleItems.TItemWeaponResource.html#FireMissileSound">FireMissileSound</a></b>: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a> read FFireMissileSound write FFireMissileSound default <a  href="CastleSoundEngine.html#stNone">stNone</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="DefaultAttackTime"></a><code>internal const <b>DefaultAttackTime</b> = 0.0;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="DefaultAttackDamageConst"></a><code>internal const <b>DefaultAttackDamageConst</b> = 0.0;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="DefaultAttackDamageRandom"></a><code>internal const <b>DefaultAttackDamageRandom</b> = 0.0;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="DefaultAttackKnockbackDistance"></a><code>internal const <b>DefaultAttackKnockbackDistance</b> = 0.0;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="DefaultAttackShoot"></a><code>internal const <b>DefaultAttackShoot</b> = false;</code></td>
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&nbsp;</td></tr>
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<h3 class="detail">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"><a name="ItemClass"></a><code>function <b>ItemClass</b>: <a  href="CastleItems.html#TInventoryItemClass">TInventoryItemClass</a>; override;</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>(const AName: string); override;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(ResourceConfig: <a  href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</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="EquippingSound"></a><code>property <b>EquippingSound</b>: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a>
      read FEquippingSound write FEquippingSound;</code></td>
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<p>
Sound to make on equipping. Each weapon can have it's own equipping sound.</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="AttackAnimation"></a><code>property <b>AttackAnimation</b>: <a  href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FAttackAnimation;</code></td>
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<p>
Animation of attack with this weapon.</p>
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<td class="itemcode"><a name="ReadyAnimation"></a><code>property <b>ReadyAnimation</b>: <a  href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FReadyAnimation;</code></td>
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<p>
Animation of keeping weapon ready.</p>
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<td class="itemcode"><a name="AttackTime"></a><code>property <b>AttackTime</b>: Single read FAttackTime write FAttackTime
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackTime">DefaultAttackTime</a>;</code></td>
</tr>
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<p>
A time within AttackAnimationat at which <a class="normal" href="CastleItems.TItemWeapon.html#Attack">TItemWeapon.Attack</a> method will be called, which actually hits the enemy.</p>
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<td class="itemcode"><a name="AttackSoundStart"></a><code>property <b>AttackSoundStart</b>: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a>
      read FAttackSoundStart write FAttackSoundStart default <a  href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
</tr>
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<p>
Sound when attack starts. This is played when attack animation starts, and it means that we already checked that you have necessary ammunition (see <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackAmmo">AttackAmmo</a>).</p>
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<td class="itemcode"><a name="AttackAmmo"></a><code>property <b>AttackAmmo</b>: string read FAttackAmmo write FAttackAmmo;</code></td>
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<tr><td colspan="2">
<p>
Ammunition required to make an attack (applies to both immediate attack, like short-range/shoot, and firing missiles). Indicates item resource name to use as ammunition (like 'Quiver' or 'Bullets'). It may be empty, in which case the ammunition is not necessary to make an attack. If it's set, we will check whether owner of the weapon (like a player) has at least one item of this resource, and we'll decrease it when firing.

<p>For example, if this weapon is a pistol, then you can set <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackDamageConst">AttackDamageConst</a> and <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackDamageRandom">AttackDamageRandom</a> to non-zero and <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackShoot">AttackShoot</a> to <code>True</code> to perform an immediatele shooting attack. And set <code>AttackAmmo</code> to something like 'Bullets'.

<p>For example, if this weapon is a bow, then you can set <a class="normal" href="CastleItems.TItemWeaponResource.html#FireMissileName">FireMissileName</a> to 'Arrow', to fire arrows as missiles (they will fly and can be avoided by fast moving enemies). And set <code>AttackAmmo</code> to something like 'Quiver'.</p>
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<td class="itemcode"><a name="AttackDamageConst"></a><code>property <b>AttackDamageConst</b>: Single read FAttackDamageConst write FAttackDamageConst
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageConst">DefaultAttackDamageConst</a>;</code></td>
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<p>
Immediate attack (short-range/shoot) damage and knockback. This type of attack (along with <a class="normal" href="CastleItems.TItemWeaponResource.html#AttackSoundHit">AttackSoundHit</a>) is only done if one of these properties is non-zero. They must be &gt;= 0. </p>
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<td class="itemcode"><a name="AttackDamageRandom"></a><code>property <b>AttackDamageRandom</b>: Single read FAttackDamageRandom write FAttackDamageRandom
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackDamageRandom">DefaultAttackDamageRandom</a>;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="AttackKnockbackDistance"></a><code>property <b>AttackKnockbackDistance</b>: Single
      read FAttackKnockbackDistance write FAttackKnockbackDistance
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackKnockbackDistance">DefaultAttackKnockbackDistance</a>;</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="AttackShoot"></a><code>property <b>AttackShoot</b>: boolean read FAttackShoot write FAttackShoot
      default <a  href="CastleItems.TItemWeaponResource.html#DefaultAttackShoot">DefaultAttackShoot</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Does the immediate attack is shooting.

<p></p>

<ul class="paragraph_spacing">
  <li><p>Shooting means that the hit enemy is determined by casting a ray from owner (like a shooting player) and seeing what it hits. Even enemies far away may be hit, but you have to aim precisely.</p></li>
  <li><p>When this is <code>False</code>, we make a short-range (melee) attack. In this case the hit enemy is determined by looking at the weapon bounding volume near owner. Only the enemies very close to the owner get hit.</p></li>
</ul>

<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AttackSoundHit"></a><code>property <b>AttackSoundHit</b>: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a> read FAttackSoundHit write FAttackSoundHit;</code></td>
</tr>
<tr><td colspan="2">
<p>
Sound on successfull hit by an immediate attack (short-range/shoot).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FireMissileName"></a><code>property <b>FireMissileName</b>: string read FFireMissileName write FFireMissileName;</code></td>
</tr>
<tr><td colspan="2">
<p>
Creature resource name to be created (like 'Arrow') when firing a missile. Must be set to something not empty to actually fire a missile.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FireMissileSound"></a><code>property <b>FireMissileSound</b>: <a  href="CastleSoundEngine.html#TSoundType">TSoundType</a> read FFireMissileSound write FFireMissileSound default <a  href="CastleSoundEngine.html#stNone">stNone</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Sound on missile fired.</p>
</td></tr>
</table>
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