// Get the next object in nShape
// - nShape: SHAPE_*
// - fSize:
//   -> If nShape == SHAPE_SPHERE, this is the radius of the sphere
//   -> If nShape == SHAPE_SPELLCYLINDER, this is the length of the cylinder
//   -> If nShape == SHAPE_CONE, this is the widest radius of the cone
//   -> If nShape == SHAPE_CUBE, this is half the length of one of the sides of
//      the cube
// - lTarget: This is the centre of the effect, usually GetSpellTargetPosition(),
//   or the end of a cylinder or cone.
// - bLineOfSight: This controls whether to do a line-of-sight check on the
//   object returned. (This can be used to ensure that spell effects do not go
//   through walls.) Line of sight check is done from origin to target object
//   at a height 1m above the ground
// - nObjectFilter: This allows you to filter out undesired object types, using
//   bitwise "or". For example, to return only creatures and doors, the value for
//   this parameter would be OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR
// - vOrigin: This is only used for cylinders and cones, and specifies the origin
//   of the effect (normally the spell-caster's position).
// Return value on error: OBJECT_INVALID
object GetNextObjectInShape(int nShape, float fSize, location lTarget, int bLineOfSight=FALSE, int nObjectFilter=OBJECT_TYPE_CREATURE, vector vOrigin=[0.0,0.0,0.0]);

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