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-rw-r--r--Server/Plugins/APIDump/Writing-a-Cuberite-plugin.html7
1 files changed, 4 insertions, 3 deletions
diff --git a/Server/Plugins/APIDump/Writing-a-Cuberite-plugin.html b/Server/Plugins/APIDump/Writing-a-Cuberite-plugin.html
index 2b6af0d82..a75a925b3 100644
--- a/Server/Plugins/APIDump/Writing-a-Cuberite-plugin.html
+++ b/Server/Plugins/APIDump/Writing-a-Cuberite-plugin.html
@@ -209,10 +209,11 @@ function Explode(Split, Player)
-- Create a callback ExplodePlayer with parameter Explodee, which Cuberite calls for every player on the server
local HasExploded = false
local ExplodePlayer = function(Explodee)
- -- If the player we are currently at is the one we specified as the parameter
+ -- If the player name matches exactly
if (Explodee:GetName() == Split[2]) then
- -- Create an explosion at the same position as they are; see <a href="cWorld.html">API docs</a> for further details of this function
- Player:GetWorld():DoExplosionAt(Explodee:GetPosX(), Explodee:GetPosY(), Explodee:GetPosZ(), false, esPlugin)
+ -- Create an explosion of force level 2 at the same position as they are
+ -- see <a href="cWorld.html">API docs</a> for further details of this function
+ Player:GetWorld():DoExplosionAt(2, Explodee:GetPosX(), Explodee:GetPosY(), Explodee:GetPosZ(), false, esPlugin)
Player:SendMessageSuccess(Split[2] .. " was successfully exploded")
HasExploded = true;
return true -- Signalize to Cuberite that we do not need to call this callback for any more players