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SqMod/source/CoreEvents.cpp

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// ------------------------------------------------------------------------------------------------
#include "Core.hpp"
#include "Base/Shared.hpp"
#include "Base/Buffer.hpp"
#include "Library/Utils/Buffer.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
2016-05-23 02:51:44 +02:00
// ------------------------------------------------------------------------------------------------
void Core::EmitCustomEvent(Int32 group, Int32 header, Object & payload)
{
Emit(mOnCustomEvent, group, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipCreated(Int32 blip, Int32 header, Object & payload)
{
Emit(mOnBlipCreated, m_Blips.at(blip).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointCreated(Int32 checkpoint, Int32 header, Object & payload)
{
Emit(mOnCheckpointCreated, m_Checkpoints.at(checkpoint).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindCreated(Int32 keybind, Int32 header, Object & payload)
{
Emit(mOnKeybindCreated, m_Keybinds.at(keybind).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectCreated(Int32 object, Int32 header, Object & payload)
{
Emit(mOnObjectCreated, m_Objects.at(object).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCreated(Int32 pickup, Int32 header, Object & payload)
{
Emit(mOnPickupCreated, m_Pickups.at(pickup).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCreated(Int32 player, Int32 header, Object & payload)
{
Emit(mOnPlayerCreated, m_Players.at(player).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleCreated(Int32 vehicle, Int32 header, Object & payload)
{
Emit(mOnVehicleCreated, m_Vehicles.at(vehicle).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipDestroyed(Int32 blip, Int32 header, Object & payload)
{
BlipInst & _blip = m_Blips.at(blip);
Emit(_blip.mOnDestroyed, header, payload);
Emit(mOnBlipDestroyed, _blip.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointDestroyed(Int32 checkpoint, Int32 header, Object & payload)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint);
Emit(_checkpoint.mOnDestroyed, header, payload);
Emit(mOnCheckpointDestroyed, _checkpoint.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindDestroyed(Int32 keybind, Int32 header, Object & payload)
{
KeybindInst & _keybind = m_Keybinds.at(keybind);
Emit(_keybind.mOnDestroyed, header, payload);
Emit(mOnKeybindDestroyed, _keybind.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectDestroyed(Int32 object, Int32 header, Object & payload)
{
ObjectInst & _object = m_Objects.at(object);
Emit(_object.mOnDestroyed, header, payload);
Emit(mOnObjectDestroyed, _object.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupDestroyed(Int32 pickup, Int32 header, Object & payload)
{
PickupInst & _pickup = m_Pickups.at(pickup);
Emit(_pickup.mOnDestroyed, header, payload);
Emit(mOnPickupDestroyed, _pickup.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerDestroyed(Int32 player, Int32 header, Object & payload)
{
PlayerInst & _player = m_Players.at(player);
Emit(_player.mOnDestroyed, header, payload);
Emit(mOnPlayerDestroyed, _player.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleDestroyed(Int32 vehicle, Int32 header, Object & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle);
Emit(_vehicle.mOnDestroyed, header, payload);
Emit(mOnVehicleDestroyed, _vehicle.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipCustom(Int32 blip, Int32 header, Object & payload)
{
BlipInst & _blip = m_Blips.at(blip);
Emit(_blip.mOnCustom, header, payload);
Emit(mOnBlipCustom, _blip.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointCustom(Int32 checkpoint, Int32 header, Object & payload)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint);
Emit(_checkpoint.mOnCustom, header, payload);
Emit(mOnCheckpointCustom, _checkpoint.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindCustom(Int32 keybind, Int32 header, Object & payload)
{
KeybindInst & _keybind = m_Keybinds.at(keybind);
Emit(_keybind.mOnCustom, header, payload);
Emit(mOnKeybindCustom, _keybind.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectCustom(Int32 object, Int32 header, Object & payload)
{
ObjectInst & _object = m_Objects.at(object);
Emit(_object.mOnCustom, header, payload);
Emit(mOnObjectCustom, _object.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCustom(Int32 pickup, Int32 header, Object & payload)
{
PickupInst & _pickup = m_Pickups.at(pickup);
Emit(_pickup.mOnCustom, header, payload);
Emit(mOnPickupCustom, _pickup.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCustom(Int32 player, Int32 header, Object & payload)
{
PlayerInst & _player = m_Players.at(player);
Emit(_player.mOnCustom, header, payload);
Emit(mOnPlayerCustom, _player.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleCustom(Int32 vehicle, Int32 header, Object & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle);
Emit(_vehicle.mOnCustom, header, payload);
Emit(mOnVehicleCustom, _vehicle.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerStartup()
{
Emit(mOnServerStartup);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerShutdown()
{
Emit(mOnServerShutdown);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerFrame(Float32 elapsed_time)
{
Emit(mOnServerFrame, elapsed_time);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPluginCommand(Uint32 /*command_identifier*/, CCStr /*message*/)
{
// Ignored for now...
}
// ------------------------------------------------------------------------------------------------
void Core::EmitIncomingConnection(CStr player_name, size_t name_buffer_size, CCStr user_password, CCStr ip_address)
{
// Save the buffer information so that we can write to it from the string
m_IncomingNameBuffer = player_name;
m_IncomingNameCapacity = name_buffer_size;
// Attempt to forward the event to the script callback
try
{
Emit(mOnIncomingConnection, player_name, name_buffer_size, user_password, ip_address);
}
catch (...)
{
// We catch the exception so we can release the assigned buffer
}
// Release any stored buffer information
m_IncomingNameBuffer = nullptr;
m_IncomingNameCapacity = 0;
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRequestClass(Int32 player_id, Int32 offset)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnRequestClass, offset);
Emit(mOnPlayerRequestClass, _player.mObj, offset);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRequestSpawn(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnRequestSpawn);
Emit(mOnPlayerRequestSpawn, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerSpawn(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnSpawn);
Emit(mOnPlayerSpawn, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWasted(Int32 player_id, Int32 reason)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnWasted, reason);
Emit(mOnPlayerWasted, _player.mObj, reason);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKilled(Int32 player_id, Int32 killer_id, Int32 reason, vcmpBodyPart body_part, bool team_kill)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _killer = m_Players.at(killer_id);
Emit(_player.mOnKilled, _killer.mObj, reason, static_cast< Int32 >(body_part), team_kill);
Emit(mOnPlayerKilled, _player.mObj, _killer.mObj, reason, static_cast< Int32 >(body_part), team_kill);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerEmbarking(Int32 player_id, Int32 vehicle_id, Int32 slot_index)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_player.mOnEmbarking, _vehicle.mObj, slot_index);
Emit(_vehicle.mOnEmbarking, _player.mObj, slot_index);
Emit(mOnPlayerEmbarking, _player.mObj, _vehicle.mObj, slot_index);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerEmbarked(Int32 player_id, Int32 vehicle_id, Int32 slot_index)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_player.mOnEmbarked, _vehicle.mObj, slot_index);
Emit(_vehicle.mOnEmbarked, _player.mObj, slot_index);
Emit(mOnPlayerEmbarked, _player.mObj, _vehicle.mObj, slot_index);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerDisembark(Int32 player_id, Int32 vehicle_id)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_player.mOnDisembark, _vehicle.mObj);
Emit(_vehicle.mOnDisembark, _player.mObj);
Emit(mOnPlayerDisembark, _player.mObj, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRename(Int32 player_id, CCStr old_name, CCStr new_name)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnRename, old_name, new_name);
Emit(mOnPlayerRename, _player.mObj, old_name, new_name);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerState(Int32 player_id, Int32 old_state, Int32 new_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnState, old_state, new_state);
Emit(mOnPlayerState, _player.mObj, old_state, new_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateNone(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateNone, old_state);
Emit(mOnStateNone, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateNormal(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateNormal, old_state);
Emit(mOnStateNormal, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateAim(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateAim, old_state);
Emit(mOnStateAim, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateDriver(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateDriver, old_state);
Emit(mOnStateDriver, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStatePassenger(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStatePassenger, old_state);
Emit(mOnStatePassenger, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateEnterDriver(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateEnterDriver, old_state);
Emit(mOnStateEnterDriver, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateEnterPassenger(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateEnterPassenger, old_state);
Emit(mOnStateEnterPassenger, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateExit(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateExit, old_state);
Emit(mOnStateExit, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateUnspawned(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateUnspawned, old_state);
Emit(mOnStateUnspawned, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAction(Int32 player_id, Int32 old_action, Int32 new_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnAction, old_action, new_action);
Emit(mOnPlayerAction, _player.mObj, old_action, new_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionNone(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionNone, old_action);
Emit(mOnActionNone, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionNormal(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionNormal, old_action);
Emit(mOnActionNormal, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionAiming(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionAiming, old_action);
Emit(mOnActionAiming, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionShooting(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionShooting, old_action);
Emit(mOnActionShooting, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionJumping(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionJumping, old_action);
Emit(mOnActionJumping, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionLieDown(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionLieDown, old_action);
Emit(mOnActionLieDown, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionGettingUp(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionGettingUp, old_action);
Emit(mOnActionGettingUp, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionJumpVehicle(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionJumpVehicle, old_action);
Emit(mOnActionJumpVehicle, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDriving(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionDriving, old_action);
Emit(mOnActionDriving, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDying(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionDying, old_action);
Emit(mOnActionDying, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionWasted(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionWasted, old_action);
Emit(mOnActionWasted, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionEmbarking(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionEmbarking, old_action);
Emit(mOnActionEmbarking, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDisembarking(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionDisembarking, old_action);
Emit(mOnActionDisembarking, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerBurning(Int32 player_id, bool is_on_fire)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnBurning, is_on_fire);
Emit(mOnPlayerBurning, _player.mObj, is_on_fire);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCrouching(Int32 player_id, bool is_crouching)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnCrouching, is_crouching);
Emit(mOnPlayerCrouching, _player.mObj, is_crouching);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerGameKeys(Int32 player_id, Uint32 old_keys, Uint32 new_keys)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnGameKeys, old_keys, new_keys);
Emit(mOnPlayerGameKeys, _player.mObj, old_keys, new_keys);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerStartTyping(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStartTyping);
Emit(mOnPlayerStartTyping, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerStopTyping(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStopTyping);
Emit(mOnPlayerStopTyping, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAway(Int32 player_id, bool is_away)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnAway, is_away);
Emit(mOnPlayerAway, _player.mObj, is_away);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerMessage(Int32 player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnMessage, message);
Emit(mOnPlayerMessage, _player.mObj, message);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCommand(Int32 player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnCommand, message);
Emit(mOnPlayerCommand, _player.mObj, message);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerPrivateMessage(Int32 player_id, Int32 target_player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _receiver = m_Players.at(target_player_id);
Emit(_player.mOnMessage,_receiver.mObj, message);
Emit(mOnPlayerPrivateMessage, _player.mObj, _receiver.mObj, message);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKeyPress(Int32 player_id, Int32 bind_id)
{
PlayerInst & _player = m_Players.at(player_id);
KeybindInst & _keybind = m_Keybinds.at(bind_id);
Emit(_player.mOnKeyPress, _keybind.mObj);
Emit(_keybind.mOnKeyPress, _player.mObj);
Emit(mOnPlayerKeyPress, _player.mObj, _keybind.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKeyRelease(Int32 player_id, Int32 bind_id)
{
PlayerInst & _player = m_Players.at(player_id);
KeybindInst & _keybind = m_Keybinds.at(bind_id);
Emit(_keybind.mOnKeyRelease, _player.mObj);
Emit(_player.mOnKeyRelease, _keybind.mObj);
Emit(mOnPlayerKeyRelease, _player.mObj, _keybind.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerSpectate(Int32 player_id, Int32 target_player_id)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _target = m_Players.at(target_player_id);
Emit(_player.mOnSpectate, _target.mObj);
Emit(mOnPlayerSpectate, _player.mObj, _target.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCrashreport(Int32 player_id, CCStr report)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnCrashreport, report);
Emit(mOnPlayerCrashreport, _player.mObj, report);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleExplode(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnExplode);
Emit(mOnVehicleExplode, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleRespawn(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnRespawn);
Emit(mOnVehicleRespawn, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectShot(Int32 object_id, Int32 player_id, Int32 weapon_id)
{
ObjectInst & _object = m_Objects.at(object_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_object.mOnShot, _player.mObj, weapon_id);
Emit(_player.mOnObjectShot, _object.mObj, weapon_id);
Emit(mOnObjectShot, _player.mObj, _object.mObj, weapon_id);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectTouched(Int32 object_id, Int32 player_id)
{
ObjectInst & _object = m_Objects.at(object_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_object.mOnTouched, _player.mObj);
Emit(_player.mOnObjectTouched, _object.mObj);
Emit(mOnObjectTouched, _player.mObj, _object.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupClaimed(Int32 pickup_id, Int32 player_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_pickup.mOnClaimed, _player.mObj);
Emit(_player.mOnPickupClaimed, _pickup.mObj);
Emit(mOnPickupClaimed, _player.mObj, _pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCollected(Int32 pickup_id, Int32 player_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_pickup.mOnCollected, _player.mObj);
Emit(_player.mOnPickupCollected, _pickup.mObj);
Emit(mOnPickupCollected, _player.mObj, _pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupRespawn(Int32 pickup_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
Emit(_pickup.mOnRespawn);
Emit(mOnPickupRespawn, _pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointEntered(Int32 checkpoint_id, Int32 player_id)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_checkpoint.mOnEntered, _player.mObj);
Emit(_player.mOnCheckpointEntered, _checkpoint.mObj);
Emit(mOnCheckpointEntered, _player.mObj, _checkpoint.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointExited(Int32 checkpoint_id, Int32 player_id)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_checkpoint.mOnExited, _player.mObj);
Emit(_player.mOnCheckpointExited, _checkpoint.mObj);
Emit(mOnCheckpointExited, _player.mObj, _checkpoint.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointWorld(Int32 checkpoint_id, Int32 old_world, Int32 new_world)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
Emit(_checkpoint.mOnWorld, old_world, new_world);
Emit(mOnCheckpointWorld, _checkpoint.mObj, old_world, new_world);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointRadius(Int32 checkpoint_id, Float32 old_radius, Float32 new_radius)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
Emit(_checkpoint.mOnRadius, old_radius, new_radius);
Emit(mOnCheckpointRadius, _checkpoint.mObj, old_radius, new_radius);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectWorld(Int32 object_id, Int32 old_world, Int32 new_world)
{
ObjectInst & _object = m_Objects.at(object_id);
Emit(_object.mOnWorld, old_world, new_world);
Emit(mOnObjectWorld, _object.mObj, old_world, new_world);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectAlpha(Int32 object_id, Int32 old_alpha, Int32 new_alpha, Int32 time)
{
ObjectInst & _object = m_Objects.at(object_id);
Emit(_object.mOnAlpha, old_alpha, new_alpha, time);
Emit(mOnObjectAlpha, _object.mObj, old_alpha, new_alpha, time);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupWorld(Int32 pickup_id, Int32 old_world, Int32 new_world)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
Emit(_pickup.mOnWorld, old_world, new_world);
Emit(mOnPickupWorld, _pickup.mObj, old_world, new_world);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupAlpha(Int32 pickup_id, Int32 old_alpha, Int32 new_alpha)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
Emit(_pickup.mOnAlpha, old_alpha, new_alpha);
Emit(mOnPickupAlpha, _pickup.mObj, old_alpha, new_alpha);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupAutomatic(Int32 pickup_id, bool old_status, bool new_status)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
Emit(_pickup.mOnAutomatic, old_status, new_status);
Emit(mOnPickupAutomatic, _pickup.mObj, old_status, new_status);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupAutoTimer(Int32 pickup_id, Int32 old_timer, Int32 new_timer)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
Emit(_pickup.mOnAutoTimer, old_timer, new_timer);
Emit(mOnPickupAutoTimer, _pickup.mObj, old_timer, new_timer);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectReport(Int32 object_id, bool old_status, bool new_status, bool touched)
{
ObjectInst & _object = m_Objects.at(object_id);
Emit(_object.mOnReport, old_status, new_status, touched);
Emit(mOnObjectReport, _object.mObj, old_status, new_status, touched);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerHealth(Int32 player_id, Float32 old_health, Float32 new_health)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnHealth, old_health, new_health);
Emit(mOnPlayerHealth, _player.mObj, old_health, new_health);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerArmour(Int32 player_id, Float32 old_armour, Float32 new_armour)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnArmour, old_armour, new_armour);
Emit(mOnPlayerArmour, _player.mObj, old_armour, new_armour);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWeapon(Int32 player_id, Int32 old_weapon, Int32 new_weapon)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnWeapon, old_weapon, new_weapon);
Emit(mOnPlayerWeapon, _player.mObj, old_weapon, new_weapon);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerHeading(Int32 player_id, Float32 old_heading, Float32 new_heading)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnHeading, old_heading, new_heading);
Emit(mOnPlayerHeading, _player.mObj, old_heading, new_heading);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerPosition(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnPosition, _player.mTrackPositionHeader, _player.mTrackPositionPayload);
Emit(mOnPlayerPosition, _player.mObj, _player.mTrackPositionHeader, _player.mTrackPositionPayload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerOption(Int32 player_id, Int32 option_id, bool value,
Int32 header, Object & payload)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnOption, option_id, value, header, payload);
Emit(mOnPlayerOption, _player.mObj, option_id, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAdmin(Int32 player_id, bool old_status, bool new_status)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnAdmin, old_status, new_status);
Emit(mOnPlayerAdmin, _player.mObj, old_status, new_status);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWorld(Int32 player_id, Int32 old_world, Int32 new_world, bool secondary)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnWorld, old_world, new_world, secondary);
Emit(mOnPlayerWorld, _player.mObj, old_world, new_world, secondary);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerTeam(Int32 player_id, Int32 old_team, Int32 new_team)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnTeam, old_team, new_team);
Emit(mOnPlayerTeam, _player.mObj, old_team, new_team);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerSkin(Int32 player_id, Int32 old_skin, Int32 new_skin)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnSkin, old_skin, new_skin);
Emit(mOnPlayerSkin, _player.mObj, old_skin, new_skin);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerMoney(Int32 player_id, Int32 old_money, Int32 new_money)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnMoney, old_money, new_money);
Emit(mOnPlayerMoney, _player.mObj, old_money, new_money);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerScore(Int32 player_id, Int32 old_score, Int32 new_score)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnScore, old_score, new_score);
Emit(mOnPlayerScore, _player.mObj, old_score, new_score);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWantedLevel(Int32 player_id, Int32 old_level, Int32 new_level)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnWantedLevel, old_level, new_level);
Emit(mOnPlayerWantedLevel, _player.mObj, old_level, new_level);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerImmunity(Int32 player_id, Int32 old_immunity, Int32 new_immunity)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnImmunity, old_immunity, new_immunity);
Emit(mOnPlayerImmunity, _player.mObj, old_immunity, new_immunity);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAlpha(Int32 player_id, Int32 old_alpha, Int32 new_alpha, Int32 fade)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnAlpha, old_alpha, new_alpha, fade);
Emit(mOnPlayerAlpha, _player.mObj, old_alpha, new_alpha, fade);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleColor(Int32 vehicle_id, Int32 changed)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnColor, changed);
Emit(mOnVehicleColor, _vehicle.mObj, changed);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleHealth(Int32 vehicle_id, Float32 old_health, Float32 new_health)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnHealth, old_health, new_health);
Emit(mOnVehicleHealth, _vehicle.mObj, old_health, new_health);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehiclePosition(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnPosition);
Emit(mOnVehiclePosition, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleRotation(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnRotation);
Emit(mOnVehicleRotation, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleOption(Int32 vehicle_id, Int32 option_id, bool value,
Int32 header, Object & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnOption, option_id, value, header, payload);
Emit(mOnVehicleOption, _vehicle.mObj, option_id, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleWorld(Int32 vehicle_id, Int32 old_world, Int32 new_world)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnWorld, old_world, new_world);
Emit(mOnVehicleWorld, _vehicle.mObj, old_world, new_world);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleImmunity(Int32 vehicle_id, Int32 old_immunity, Int32 new_immunity)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnImmunity, old_immunity, new_immunity);
Emit(mOnVehicleImmunity, _vehicle.mObj, old_immunity, new_immunity);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehiclePartStatus(Int32 vehicle_id, Int32 part, Int32 old_status, Int32 new_status)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnPartStatus, part, old_status, new_status);
Emit(mOnVehiclePartStatus, _vehicle.mObj, part, old_status, new_status);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleTyreStatus(Int32 vehicle_id, Int32 tyre, Int32 old_status, Int32 new_status)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnTyreStatus, tyre, old_status, new_status);
Emit(mOnVehicleTyreStatus, _vehicle.mObj, tyre, old_status, new_status);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleDamageData(Int32 vehicle_id, Uint32 old_data, Uint32 new_data)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnDamageData, old_data, new_data);
Emit(mOnVehicleDamageData, _vehicle.mObj, old_data, new_data);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleRadio(Int32 vehicle_id, Int32 old_radio, Int32 new_radio)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnRadio, old_radio, new_radio);
Emit(mOnVehicleRadio, _vehicle.mObj, old_radio, new_radio);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleHandlingRule(Int32 vehicle_id, Int32 rule, Float32 old_data, Float32 new_data)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnHandlingRule, rule, old_data, new_data);
Emit(mOnVehicleHandlingRule, _vehicle.mObj, rule, old_data, new_data);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerOption(Int32 option, bool value, Int32 header, Object & payload)
{
if (m_CircularLocks & CCL_EMIT_SERVER_OPTION)
{
return; // Already inside this event!
}
// Prevent further calls to this event
BitGuardU32 bg(m_CircularLocks, CCL_EMIT_SERVER_OPTION);
// Now forward the event call
Emit(mOnServerOption, option, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitScriptReload(Int32 header, Object & payload)
{
Emit(mOnScriptReload, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitScriptLoaded()
{
Emit(mOnScriptLoaded);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitEntityPool(vcmpEntityPool entity_type, Int32 entity_id, bool is_deleted)
{
// See what type of change happened in the entity pool
switch (entity_type)
{
case vcmpEntityPoolVehicle:
// Do we even have this vehicle that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Vehicles[entity_id].mID))
{
DeallocVehicle(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this vehicle that we're trying to create?
else if (INVALID_ENTITY(m_Vehicles[entity_id].mID))
{
AllocVehicle(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
case vcmpEntityPoolObject:
// Do we even have this object that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Objects[entity_id].mID))
{
DeallocObject(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this object that we're trying to create?
else if (INVALID_ENTITY(m_Objects[entity_id].mID))
{
AllocObject(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
case vcmpEntityPoolPickup:
// Do we even have this pickup that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Pickups[entity_id].mID))
{
DeallocPickup(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this pickup that we're trying to create?
else if (INVALID_ENTITY(m_Pickups[entity_id].mID))
{
AllocPickup(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
case vcmpEntityPoolRadio:
// @TODO Implement...
break;
case vcmpEntityPoolCheckPoint:
// Do we even have this checkpoint that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Checkpoints[entity_id].mID))
{
DeallocCheckpoint(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this checkpoint that we're trying to create?
else if (INVALID_ENTITY(m_Checkpoints[entity_id].mID))
{
AllocCheckpoint(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
case vcmpEntityPoolBlip:
// Do we even have this blip that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Blips[entity_id].mID))
{
DeallocBlip(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this blip that we're trying to create?
else if (INVALID_ENTITY(m_Blips[entity_id].mID))
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(entity_id, SQMOD_BLIP_POOL))
{
STHROWF("Cannot allocate blip with invalid identifier: %d", entity_id);
}
// Retrieve the specified entity instance
BlipInst & inst = m_Blips[entity_id];
// Make sure that the instance isn't already allocated
if (VALID_ENTITY(inst.mID))
{
STHROWF("Cannot allocate blip that already exists: %d", entity_id);
}
// Information about the blip entity
Int32 world, scale, sprid;
Uint32 color;
Float32 x, y, z;
// Get the blip information from the server
_Func->GetCoordBlipInfo(entity_id, &world, &x, &y, &z, &scale, &color, &sprid);
// Assign the obtain information
inst.mWorld = world;
inst.mScale = scale;
inst.mSprID = sprid;
inst.mColor.SetRGBA(color);
inst.mPosition.SetVector3Ex(x, y, z);
// Now we can try to allocate the instance after we have all the information
AllocBlip(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
default:
LogErr("Unknown change in the entity pool of type: %d", entity_type);
}
// Finally, forward the event to the script
Emit(mOnEntityPool, static_cast< Int32 >(entity_type), entity_id, is_deleted);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerUpdate(Int32 player_id, vcmpPlayerUpdate update_type)
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(player_id, SQMOD_PLAYER_POOL))
{
STHROWF("Cannot update player with invalid identifier: %d", player_id);
}
// Retrieve the associated tracking instance
PlayerInst & inst = m_Players[player_id];
// Obtain the current heading of this instance
Float32 heading = _Func->GetPlayerHeading(player_id);
// Did the heading change since the last tracked value?
if (!EpsEq(heading, inst.mLastHeading))
{
// Trigger the event specific to this change
if (inst.mTrackHeading != 0)
{
// Should we decrease the tracked position changes?
if (inst.mTrackHeading)
{
--inst.mTrackHeading;
}
// Now emit the event
EmitPlayerHeading(player_id, inst.mLastHeading, heading);
}
// Update the tracked value
inst.mLastHeading = heading;
}
Vector3 pos;
// Obtain the current position of this instance
_Func->GetPlayerPosition(player_id, &pos.x, &pos.y, &pos.z);
// Did the position change since the last tracked value?
if (pos != inst.mLastPosition)
{
// Trigger the event specific to this change
if (inst.mTrackPosition != 0)
{
// Should we decrease the tracked position changes?
if (inst.mTrackPosition)
{
--inst.mTrackPosition;
}
// Now emit the event
EmitPlayerPosition(player_id);
}
// Update the tracked value
inst.mLastPosition = pos;
}
// Obtain the current health of this instance
Float32 health = _Func->GetPlayerHealth(player_id);
// Did the health change since the last tracked value?
if (!EpsEq(health, inst.mLastHealth))
{
// Trigger the event specific to this change
EmitPlayerHealth(player_id, inst.mLastHealth, health);
// Update the tracked value
inst.mLastHealth = health;
}
// Obtain the current armor of this instance
Float32 armour = _Func->GetPlayerArmour(player_id);
// Did the armor change since the last tracked value?
if (!EpsEq(armour, inst.mLastArmour))
{
// Trigger the event specific to this change
EmitPlayerArmour(player_id, inst.mLastArmour, armour);
// Update the tracked value
inst.mLastArmour = armour;
}
// Obtain the current weapon of this instance
Int32 wep = _Func->GetPlayerWeapon(player_id);
// Did the weapon change since the last tracked value?
if (wep != inst.mLastWeapon)
{
// Trigger the event specific to this change
EmitPlayerWeapon(player_id, inst.mLastWeapon, wep);
// Update the tracked value
inst.mLastWeapon = wep;
}
// Finally, forward the call to the update callback
Emit(inst.mOnUpdate, static_cast< Int32 >(update_type));
Emit(mOnPlayerUpdate, inst.mObj, static_cast< Int32 >(update_type));
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleUpdate(Int32 vehicle_id, vcmpVehicleUpdate update_type)
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(vehicle_id, SQMOD_VEHICLE_POOL))
{
STHROWF("Cannot update vehicle with invalid identifier: %d", vehicle_id);
}
// Retrieve the associated instance
VehicleInst & inst = m_Vehicles[vehicle_id];
// Identify the update type
switch (update_type)
{
case vcmpVehicleUpdatePosition:
{
// Trigger the event specific to this change
if (inst.mTrackPosition != 0)
{
// Should we decrease the tracked position changes?
if (inst.mTrackPosition)
{
--inst.mTrackPosition;
}
// Now emit the event
EmitVehiclePosition(vehicle_id);
}
// Update the tracked value
_Func->GetVehiclePosition(vehicle_id, &inst.mLastPosition.x,
&inst.mLastPosition.y, &inst.mLastPosition.z);
} break;
case vcmpVehicleUpdateHealth:
{
// Obtain the current health of this instance
Float32 health = _Func->GetVehicleHealth(vehicle_id);
// Trigger the event specific to this change
EmitVehicleHealth(vehicle_id, inst.mLastHealth, health);
// Update the tracked value
inst.mLastHealth = health;
} break;
case vcmpVehicleUpdateColour:
{
Int32 primary, secondary;
// Obtain the current colors of this instance
_Func->GetVehicleColour(vehicle_id, &primary, &secondary);
// Which colors changed
Int32 changed = 0;
// Did the primary color changed?
if (primary != inst.mLastPrimaryColor)
{
changed |= (1<<0);
}
// Did the secondary color changed?
if (primary != inst.mLastSecondaryColor)
{
changed |= (1<<1);
}
// Trigger the event specific to this change
EmitVehicleColor(vehicle_id, changed);
// Update the tracked value
inst.mLastPrimaryColor = primary;
inst.mLastSecondaryColor = secondary;
} break;
case vcmpVehicleUpdateRotation:
{
// Trigger the event specific to this change
if (inst.mTrackRotation != 0)
{
// Should we decrease the tracked rotation changes?
if (inst.mTrackRotation)
{
--inst.mTrackRotation;
}
// Now emit the event
EmitVehicleRotation(vehicle_id);
}
// Obtain the current rotation of this instance
_Func->GetVehicleRotation(vehicle_id, &inst.mLastRotation.x, &inst.mLastRotation.y,
&inst.mLastRotation.z, &inst.mLastRotation.w);
} break;
default:
{
// Finally, forward the call to the update callback
Emit(inst.mOnUpdate, static_cast< Int32 >(update_type));
Emit(mOnVehicleUpdate, inst.mObj, static_cast< Int32 >(update_type));
}
}
}
// ------------------------------------------------------------------------------------------------
void Core::EmitClientScriptData(Int32 player_id, const uint8_t * data, size_t size)
{
PlayerInst & _player = m_Players.at(player_id);
// Don't even bother if there's no one listening
if (_player.mOnClientScriptData.IsNull() && mOnClientScriptData.IsNull())
{
return;
}
// Allocate a buffer with the received size
Buffer b(size);
// Replicate the data to the allocated buffer
b.Write(0, reinterpret_cast< Buffer::ConstPtr >(data), size);
// Prepare an object for the obtained buffer
Object o;
// Attempt to create the requested buffer
try
{
// Remember the current stack size
const StackGuard sg;
// Create a protected instance of a buffer wrapper
AutoDelete< SqBuffer > ad(new SqBuffer(std::move(b)));
// Transform the pointer into a script object
PushVar< SqBuffer * >(DefaultVM::Get(), ad.Get());
// The script took over the instance now
ad.Release();
// Get the object from the stack and store it
o = Var< Object >(DefaultVM::Get(), -1).value;
}
catch (const std::exception & e)
{
STHROWF("%s", e.what()); // Re-package
}
// Make sure the buffer cannot be null at this point
if (o.IsNull())
{
STHROWF("Unable to transform script data into buffer");
}
// Forward the event call
Emit(_player.mOnClientScriptData, o, size);
Emit(mOnClientScriptData, _player.mObj, o, size);
}
} // Namespace:: SqMod