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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-14 11:47:15 +01:00
SqMod/source/Core/Inst.inc

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// ------------------------------------------------------------------------------------------------
namespace SqMod {
// --------------------------------------------------------------------------------------------
#define SQMOD_CATCH_EVENT_EXCEPTION(action) /*
*/ catch (const Sqrat::Exception & e) /*
*/ { /*
*/ LogErr("Squirrel exception caught " action); /*
*/ Logger::Get().Debug("%s", e.what()); /*
*/ } /*
*/
// ------------------------------------------------------------------------------------------------
extern void CleanupTasks(Int32 id, Int32 type);
// ------------------------------------------------------------------------------------------------
void Core::BlipInst::Destroy(bool destroy, Int32 header, LightObj & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
// Don't leave exceptions to prevent us from releasing this instance
try
{
Core::Get().EmitBlipDestroyed(mID, header, payload);
}
SQMOD_CATCH_EVENT_EXCEPTION("while destroying blip")
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Release tasks, if any
CleanupTasks(mID, ENT_BLIP);
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU32 bg(mFlags, static_cast< Uint32 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DestroyCoordBlip(mID);
}
// Reset the instance to it's initial state
ResetInstance();
// Don't release the callbacks abruptly
DropEvents();
}
// ------------------------------------------------------------------------------------------------
void Core::CheckpointInst::Destroy(bool destroy, Int32 header, LightObj & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
// Don't leave exceptions to prevent us from releasing this instance
try
{
Core::Get().EmitCheckpointDestroyed(mID, header, payload);
}
SQMOD_CATCH_EVENT_EXCEPTION("while destroying checkpoint")
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Release tasks, if any
CleanupTasks(mID, ENT_CHECKPOINT);
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU32 bg(mFlags, static_cast< Uint32 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DeleteCheckPoint(mID);
}
// Reset the instance to it's initial state
ResetInstance();
// Don't release the callbacks abruptly
DropEvents();
}
// ------------------------------------------------------------------------------------------------
void Core::KeybindInst::Destroy(bool destroy, Int32 header, LightObj & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
// Don't leave exceptions to prevent us from releasing this instance
try
{
Core::Get().EmitKeybindDestroyed(mID, header, payload);
}
SQMOD_CATCH_EVENT_EXCEPTION("while destroying keybind")
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Release tasks, if any
CleanupTasks(mID, ENT_KEYBIND);
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU32 bg(mFlags, static_cast< Uint32 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->RemoveKeyBind(mID);
}
// Reset the instance to it's initial state
ResetInstance();
// Don't release the callbacks abruptly
DropEvents();
}
// ------------------------------------------------------------------------------------------------
void Core::ObjectInst::Destroy(bool destroy, Int32 header, LightObj & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
// Don't leave exceptions to prevent us from releasing this instance
try
{
Core::Get().EmitObjectDestroyed(mID, header, payload);
}
SQMOD_CATCH_EVENT_EXCEPTION("while destroying object")
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Release tasks, if any
CleanupTasks(mID, ENT_OBJECT);
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU32 bg(mFlags, static_cast< Uint32 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DeleteObject(mID);
}
// Reset the instance to it's initial state
ResetInstance();
// Don't release the callbacks abruptly
DropEvents();
}
// ------------------------------------------------------------------------------------------------
void Core::PickupInst::Destroy(bool destroy, Int32 header, LightObj & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
// Don't leave exceptions to prevent us from releasing this instance
try
{
Core::Get().EmitPickupDestroyed(mID, header, payload);
}
SQMOD_CATCH_EVENT_EXCEPTION("while destroying pickup")
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Release tasks, if any
CleanupTasks(mID, ENT_PICKUP);
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU32 bg(mFlags, static_cast< Uint32 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DeletePickup(mID);
}
// Reset the instance to it's initial state
ResetInstance();
// Don't release the callbacks abruptly
DropEvents();
}
// ------------------------------------------------------------------------------------------------
void Core::PlayerInst::Destroy(bool /*destroy*/, Int32 header, LightObj & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
// Don't leave exceptions to prevent us from releasing this instance
try
{
Core::Get().EmitPlayerDestroyed(mID, header, payload);
}
SQMOD_CATCH_EVENT_EXCEPTION("while destroying player")
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
// Release the used memory buffer
mInst->m_Buffer.ResetAll();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Release tasks, if any
CleanupTasks(mID, ENT_PLAYER);
// Reset the instance to it's initial state
ResetInstance();
// Don't release the callbacks abruptly
DropEvents();
}
// ------------------------------------------------------------------------------------------------
void Core::VehicleInst::Destroy(bool destroy, Int32 header, LightObj & payload)
{
// Should we notify that this entity is being cleaned up?
if (VALID_ENTITY(mID))
{
// Don't leave exceptions to prevent us from releasing this instance
try
{
Core::Get().EmitVehicleDestroyed(mID, header, payload);
}
SQMOD_CATCH_EVENT_EXCEPTION("while destroying vehicle")
}
// Is there a manager instance associated with this entity?
if (mInst)
{
// Prevent further use of this entity
mInst->m_ID = -1;
// Release user data to avoid dangling or circular references
mInst->m_Data.Release();
}
// Prevent further use of the manager instance
mInst = nullptr;
// Release the script object, if any
mObj.Release();
// Release tasks, if any
CleanupTasks(mID, ENT_VEHICLE);
// Are we supposed to clean up this entity? (only at reload)
if (destroy && VALID_ENTITY(mID) && (mFlags & ENF_OWNED))
{
// Block the entity pool changes notification from triggering the destroy event
const BitGuardU32 bg(mFlags, static_cast< Uint32 >(ENF_LOCKED));
// Now attempt to destroy this entity from the server
_Func->DeleteVehicle(mID);
}
// Reset the instance to it's initial state
ResetInstance();
// Don't release the callbacks abruptly
DropEvents();
}
// ------------------------------------------------------------------------------------------------
void Core::BlipInst::ResetInstance()
{
mID = -1;
mFlags = ENF_DEFAULT;
mWorld = -1;
mScale = -1;
mSprID = -1;
mPosition.Clear();
mColor.Clear();
}
// ------------------------------------------------------------------------------------------------
void Core::CheckpointInst::ResetInstance()
{
mID = -1;
mFlags = ENF_DEFAULT;
}
// ------------------------------------------------------------------------------------------------
void Core::KeybindInst::ResetInstance()
{
mID = -1;
mFlags = ENF_DEFAULT;
mFirst = -1;
mSecond = -1;
mThird = -1;
mRelease = -1;
}
// ------------------------------------------------------------------------------------------------
void Core::ObjectInst::ResetInstance()
{
mID = -1;
mFlags = ENF_DEFAULT;
}
// ------------------------------------------------------------------------------------------------
void Core::PickupInst::ResetInstance()
{
mID = -1;
mFlags = ENF_DEFAULT;
}
// ------------------------------------------------------------------------------------------------
void Core::PlayerInst::ResetInstance()
{
mID = -1;
mFlags = ENF_DEFAULT;
mAreas.clear();
mTrackPosition = 0;
mTrackHeading = 0;
mTrackPositionHeader = 0;
mTrackPositionPayload.Release();
mKickBanHeader = 0;
mKickBanPayload.Release();
mLastWeapon = -1;
mLastHealth = 0.0;
mLastArmour = 0.0;
mLastHeading = 0.0;
mLastPosition.Clear();
mAuthority = 0;
}
// ------------------------------------------------------------------------------------------------
void Core::VehicleInst::ResetInstance()
{
mID = -1;
mFlags = ENF_DEFAULT;
mAreas.clear();
mTrackPosition = 0;
mTrackRotation = 0;
mLastPrimaryColor = -1;
mLastSecondaryColor = -1;
mLastHealth = 0.0;
mLastPosition.Clear();
mLastRotation.Clear();
}
// ------------------------------------------------------------------------------------------------
void Core::BlipInst::InitEvents()
{
// Ignore the call if already initialized
if (!mEvents.IsNull())
{
return;
}
// Create a new table on the stack
sq_newtableex(DefaultVM::Get(), 4);
// Grab the table object from the stack
mEvents = LightObj(-1, DefaultVM::Get());
// Pop the table object from the stack
sq_pop(DefaultVM::Get(), 1);
// Proceed to initializing the events
InitSignalPair(mOnDestroyed, mEvents, "Destroyed");
InitSignalPair(mOnCustom, mEvents, "Custom");
}
// ------------------------------------------------------------------------------------------------
void Core::BlipInst::DropEvents()
{
ResetSignalPair(mOnDestroyed);
ResetSignalPair(mOnCustom);
mEvents.Release();
}
// ------------------------------------------------------------------------------------------------
void Core::CheckpointInst::InitEvents()
{
// Ignore the call if already initialized
if (!mEvents.IsNull())
{
return;
}
// Create a new table on the stack
sq_newtableex(DefaultVM::Get(), 8);
// Grab the table object from the stack
mEvents = LightObj(-1, DefaultVM::Get());
// Pop the table object from the stack
sq_pop(DefaultVM::Get(), 1);
// Proceed to initializing the events
InitSignalPair(mOnDestroyed, mEvents, "Destroyed");
InitSignalPair(mOnCustom, mEvents, "Custom");
InitSignalPair(mOnStream, mEvents, "Stream");
InitSignalPair(mOnEntered, mEvents, "Entered");
InitSignalPair(mOnExited, mEvents, "Exited");
InitSignalPair(mOnWorld, mEvents, "World");
InitSignalPair(mOnRadius, mEvents, "Radius");
}
// ------------------------------------------------------------------------------------------------
void Core::CheckpointInst::DropEvents()
{
ResetSignalPair(mOnDestroyed);
ResetSignalPair(mOnCustom);
ResetSignalPair(mOnStream);
ResetSignalPair(mOnEntered);
ResetSignalPair(mOnExited);
ResetSignalPair(mOnWorld);
ResetSignalPair(mOnRadius);
mEvents.Release();
}
// ------------------------------------------------------------------------------------------------
void Core::KeybindInst::InitEvents()
{
// Ignore the call if already initialized
if (!mEvents.IsNull())
{
return;
}
// Create a new table on the stack
sq_newtableex(DefaultVM::Get(), 8);
// Grab the table object from the stack
mEvents = LightObj(-1, DefaultVM::Get());
// Pop the table object from the stack
sq_pop(DefaultVM::Get(), 1);
// Proceed to initializing the events
InitSignalPair(mOnDestroyed, mEvents, "Destroyed");
InitSignalPair(mOnCustom, mEvents, "Custom");
InitSignalPair(mOnStream, mEvents, "Stream");
InitSignalPair(mOnKeyPress, mEvents, "KeyPress");
InitSignalPair(mOnKeyRelease, mEvents, "KeyRelease");
}
// ------------------------------------------------------------------------------------------------
void Core::KeybindInst::DropEvents()
{
ResetSignalPair(mOnDestroyed);
ResetSignalPair(mOnCustom);
ResetSignalPair(mOnKeyPress);
ResetSignalPair(mOnKeyRelease);
mEvents.Release();
}
// ------------------------------------------------------------------------------------------------
void Core::ObjectInst::InitEvents()
{
// Ignore the call if already initialized
if (!mEvents.IsNull())
{
return;
}
// Create a new table on the stack
sq_newtableex(DefaultVM::Get(), 12);
// Grab the table object from the stack
mEvents = LightObj(-1, DefaultVM::Get());
// Pop the table object from the stack
sq_pop(DefaultVM::Get(), 1);
// Proceed to initializing the events
InitSignalPair(mOnDestroyed, mEvents, "Destroyed");
InitSignalPair(mOnCustom, mEvents, "Custom");
InitSignalPair(mOnStream, mEvents, "Stream");
InitSignalPair(mOnShot, mEvents, "Shot");
InitSignalPair(mOnTouched, mEvents, "Touched");
InitSignalPair(mOnWorld, mEvents, "World");
InitSignalPair(mOnAlpha, mEvents, "Alpha");
InitSignalPair(mOnReport, mEvents, "Report");
}
// ------------------------------------------------------------------------------------------------
void Core::ObjectInst::DropEvents()
{
ResetSignalPair(mOnDestroyed);
ResetSignalPair(mOnCustom);
ResetSignalPair(mOnStream);
ResetSignalPair(mOnShot);
ResetSignalPair(mOnTouched);
ResetSignalPair(mOnWorld);
ResetSignalPair(mOnAlpha);
ResetSignalPair(mOnReport);
mEvents.Release();
}
// ------------------------------------------------------------------------------------------------
void Core::PickupInst::InitEvents()
{
// Ignore the call if already initialized
if (!mEvents.IsNull())
{
return;
}
// Create a new table on the stack
sq_newtableex(DefaultVM::Get(), 16);
// Grab the table object from the stack
mEvents = LightObj(-1, DefaultVM::Get());
// Pop the table object from the stack
sq_pop(DefaultVM::Get(), 1);
// Proceed to initializing the events
InitSignalPair(mOnDestroyed, mEvents, "Destroyed");
InitSignalPair(mOnCustom, mEvents, "Custom");
InitSignalPair(mOnStream, mEvents, "Stream");
InitSignalPair(mOnRespawn, mEvents, "Respawn");
InitSignalPair(mOnClaimed, mEvents, "Claimed");
InitSignalPair(mOnCollected, mEvents, "Collected");
InitSignalPair(mOnWorld, mEvents, "World");
InitSignalPair(mOnAlpha, mEvents, "Alpha");
InitSignalPair(mOnAutomatic, mEvents, "Automatic");
InitSignalPair(mOnAutoTimer, mEvents, "AutoTimer");
InitSignalPair(mOnOption, mEvents, "Option");
}
// ------------------------------------------------------------------------------------------------
void Core::PickupInst::DropEvents()
{
ResetSignalPair(mOnDestroyed);
ResetSignalPair(mOnCustom);
ResetSignalPair(mOnStream);
ResetSignalPair(mOnRespawn);
ResetSignalPair(mOnClaimed);
ResetSignalPair(mOnCollected);
ResetSignalPair(mOnWorld);
ResetSignalPair(mOnAlpha);
ResetSignalPair(mOnAutomatic);
ResetSignalPair(mOnAutoTimer);
ResetSignalPair(mOnOption);
mEvents.Release();
}
// ------------------------------------------------------------------------------------------------
void Core::PlayerInst::InitEvents()
{
// Ignore the call if already initialized
if (!mEvents.IsNull())
{
return;
}
// Create a new table on the stack
sq_newtableex(DefaultVM::Get(), 86);
// Grab the table object from the stack
mEvents = LightObj(-1, DefaultVM::Get());
// Pop the table object from the stack
sq_pop(DefaultVM::Get(), 1);
// Proceed to initializing the events
InitSignalPair(mOnDestroyed, mEvents, "Destroyed");
InitSignalPair(mOnCustom, mEvents, "Custom");
InitSignalPair(mOnStream, mEvents, "Stream");
InitSignalPair(mOnRequestClass, mEvents, "RequestClass");
InitSignalPair(mOnRequestSpawn, mEvents, "RequestSpawn");
InitSignalPair(mOnSpawn, mEvents, "Spawn");
InitSignalPair(mOnWasted, mEvents, "Wasted");
InitSignalPair(mOnKilled, mEvents, "Killed");
InitSignalPair(mOnEmbarking, mEvents, "Embarking");
InitSignalPair(mOnEmbarked, mEvents, "Embarked");
InitSignalPair(mOnDisembark, mEvents, "Disembark");
InitSignalPair(mOnRename, mEvents, "Rename");
InitSignalPair(mOnState, mEvents, "State");
InitSignalPair(mOnStateNone, mEvents, "StateNone");
InitSignalPair(mOnStateNormal, mEvents, "StateNormal");
InitSignalPair(mOnStateAim, mEvents, "StateAim");
InitSignalPair(mOnStateDriver, mEvents, "StateDriver");
InitSignalPair(mOnStatePassenger, mEvents, "StatePassenger");
InitSignalPair(mOnStateEnterDriver, mEvents, "StateEnterDriver");
InitSignalPair(mOnStateEnterPassenger, mEvents, "StateEnterPassenger");
InitSignalPair(mOnStateExit, mEvents, "StateExit");
InitSignalPair(mOnStateUnspawned, mEvents, "StateUnspawned");
InitSignalPair(mOnAction, mEvents, "Action");
InitSignalPair(mOnActionNone, mEvents, "ActionNone");
InitSignalPair(mOnActionNormal, mEvents, "ActionNormal");
InitSignalPair(mOnActionAiming, mEvents, "ActionAiming");
InitSignalPair(mOnActionShooting, mEvents, "ActionShooting");
InitSignalPair(mOnActionJumping, mEvents, "ActionJumping");
InitSignalPair(mOnActionLieDown, mEvents, "ActionLieDown");
InitSignalPair(mOnActionGettingUp, mEvents, "ActionGettingUp");
InitSignalPair(mOnActionJumpVehicle, mEvents, "ActionJumpVehicle");
InitSignalPair(mOnActionDriving, mEvents, "ActionDriving");
InitSignalPair(mOnActionDying, mEvents, "ActionDying");
InitSignalPair(mOnActionWasted, mEvents, "ActionWasted");
InitSignalPair(mOnActionEmbarking, mEvents, "ActionEmbarking");
InitSignalPair(mOnActionDisembarking, mEvents, "ActionDisembarking");
InitSignalPair(mOnBurning, mEvents, "Burning");
InitSignalPair(mOnCrouching, mEvents, "Crouching");
InitSignalPair(mOnGameKeys, mEvents, "GameKeys");
InitSignalPair(mOnStartTyping, mEvents, "StartTyping");
InitSignalPair(mOnStopTyping, mEvents, "StopTyping");
InitSignalPair(mOnAway, mEvents, "Away");
InitSignalPair(mOnMessage, mEvents, "Message");
InitSignalPair(mOnCommand, mEvents, "Command");
InitSignalPair(mOnPrivateMessage, mEvents, "PrivateMessage");
InitSignalPair(mOnKeyPress, mEvents, "KeyPress");
InitSignalPair(mOnKeyRelease, mEvents, "KeyRelease");
InitSignalPair(mOnSpectate, mEvents, "Spectate");
InitSignalPair(mOnUnspectate, mEvents, "Unspectate");
InitSignalPair(mOnCrashreport, mEvents, "Crashreport");
InitSignalPair(mOnModuleList, mEvents, "ModuleList");
InitSignalPair(mOnObjectShot, mEvents, "ObjectShot");
InitSignalPair(mOnObjectTouched, mEvents, "ObjectTouched");
InitSignalPair(mOnPickupClaimed, mEvents, "PickupClaimed");
InitSignalPair(mOnPickupCollected, mEvents, "PickupCollected");
InitSignalPair(mOnCheckpointEntered, mEvents, "CheckpointEntered");
InitSignalPair(mOnCheckpointExited, mEvents, "CheckpointExited");
InitSignalPair(mOnClientScriptData, mEvents, "ClientScriptData");
InitSignalPair(mOnEntityStream, mEvents, "EntityStream");
InitSignalPair(mOnUpdate, mEvents, "Update");
InitSignalPair(mOnHealth, mEvents, "Health");
InitSignalPair(mOnArmour, mEvents, "Armour");
InitSignalPair(mOnWeapon, mEvents, "Weapon");
InitSignalPair(mOnHeading, mEvents, "Heading");
InitSignalPair(mOnPosition, mEvents, "Position");
InitSignalPair(mOnOption, mEvents, "Option");
InitSignalPair(mOnAdmin, mEvents, "Admin");
InitSignalPair(mOnWorld, mEvents, "World");
InitSignalPair(mOnTeam, mEvents, "Team");
InitSignalPair(mOnSkin, mEvents, "Skin");
InitSignalPair(mOnMoney, mEvents, "Money");
InitSignalPair(mOnScore, mEvents, "Score");
InitSignalPair(mOnWantedLevel, mEvents, "WantedLevel");
InitSignalPair(mOnImmunity, mEvents, "Immunity");
InitSignalPair(mOnAlpha, mEvents, "Alpha");
InitSignalPair(mOnEnterArea, mEvents, "EnterArea");
InitSignalPair(mOnLeaveArea, mEvents, "LeaveArea");
}
// ------------------------------------------------------------------------------------------------
void Core::PlayerInst::DropEvents()
{
ResetSignalPair(mOnDestroyed);
ResetSignalPair(mOnCustom);
ResetSignalPair(mOnStream);
ResetSignalPair(mOnRequestClass);
ResetSignalPair(mOnRequestSpawn);
ResetSignalPair(mOnSpawn);
ResetSignalPair(mOnWasted);
ResetSignalPair(mOnKilled);
ResetSignalPair(mOnEmbarking);
ResetSignalPair(mOnEmbarked);
ResetSignalPair(mOnDisembark);
ResetSignalPair(mOnRename);
ResetSignalPair(mOnState);
ResetSignalPair(mOnStateNone);
ResetSignalPair(mOnStateNormal);
ResetSignalPair(mOnStateAim);
ResetSignalPair(mOnStateDriver);
ResetSignalPair(mOnStatePassenger);
ResetSignalPair(mOnStateEnterDriver);
ResetSignalPair(mOnStateEnterPassenger);
ResetSignalPair(mOnStateExit);
ResetSignalPair(mOnStateUnspawned);
ResetSignalPair(mOnAction);
ResetSignalPair(mOnActionNone);
ResetSignalPair(mOnActionNormal);
ResetSignalPair(mOnActionAiming);
ResetSignalPair(mOnActionShooting);
ResetSignalPair(mOnActionJumping);
ResetSignalPair(mOnActionLieDown);
ResetSignalPair(mOnActionGettingUp);
ResetSignalPair(mOnActionJumpVehicle);
ResetSignalPair(mOnActionDriving);
ResetSignalPair(mOnActionDying);
ResetSignalPair(mOnActionWasted);
ResetSignalPair(mOnActionEmbarking);
ResetSignalPair(mOnActionDisembarking);
ResetSignalPair(mOnBurning);
ResetSignalPair(mOnCrouching);
ResetSignalPair(mOnGameKeys);
ResetSignalPair(mOnStartTyping);
ResetSignalPair(mOnStopTyping);
ResetSignalPair(mOnAway);
ResetSignalPair(mOnMessage);
ResetSignalPair(mOnCommand);
ResetSignalPair(mOnPrivateMessage);
ResetSignalPair(mOnKeyPress);
ResetSignalPair(mOnKeyRelease);
ResetSignalPair(mOnSpectate);
ResetSignalPair(mOnUnspectate);
ResetSignalPair(mOnCrashreport);
ResetSignalPair(mOnModuleList);
ResetSignalPair(mOnObjectShot);
ResetSignalPair(mOnObjectTouched);
ResetSignalPair(mOnPickupClaimed);
ResetSignalPair(mOnPickupCollected);
ResetSignalPair(mOnCheckpointEntered);
ResetSignalPair(mOnCheckpointExited);
ResetSignalPair(mOnClientScriptData);
ResetSignalPair(mOnEntityStream);
ResetSignalPair(mOnUpdate);
ResetSignalPair(mOnHealth);
ResetSignalPair(mOnArmour);
ResetSignalPair(mOnWeapon);
ResetSignalPair(mOnHeading);
ResetSignalPair(mOnPosition);
ResetSignalPair(mOnOption);
ResetSignalPair(mOnAdmin);
ResetSignalPair(mOnWorld);
ResetSignalPair(mOnTeam);
ResetSignalPair(mOnSkin);
ResetSignalPair(mOnMoney);
ResetSignalPair(mOnScore);
ResetSignalPair(mOnWantedLevel);
ResetSignalPair(mOnImmunity);
ResetSignalPair(mOnAlpha);
ResetSignalPair(mOnEnterArea);
ResetSignalPair(mOnLeaveArea);
mEvents.Release();
}
// ------------------------------------------------------------------------------------------------
void Core::VehicleInst::InitEvents()
{
// Ignore the call if already initialized
if (!mEvents.IsNull())
{
return;
}
// Create a new table on the stack
sq_newtableex(DefaultVM::Get(), 32);
// Grab the table object from the stack
mEvents = LightObj(-1, DefaultVM::Get());
// Pop the table object from the stack
sq_pop(DefaultVM::Get(), 1);
// Proceed to initializing the events
InitSignalPair(mOnDestroyed, mEvents, "Destroyed");
InitSignalPair(mOnCustom, mEvents, "Custom");
InitSignalPair(mOnStream, mEvents, "Stream");
InitSignalPair(mOnEmbarking, mEvents, "Embarking");
InitSignalPair(mOnEmbarked, mEvents, "Embarked");
InitSignalPair(mOnDisembark, mEvents, "Disembark");
InitSignalPair(mOnExplode, mEvents, "Explode");
InitSignalPair(mOnRespawn, mEvents, "Respawn");
InitSignalPair(mOnUpdate, mEvents, "Update");
InitSignalPair(mOnColor, mEvents, "Color");
InitSignalPair(mOnHealth, mEvents, "Health");
InitSignalPair(mOnPosition, mEvents, "Position");
InitSignalPair(mOnRotation, mEvents, "Rotation");
InitSignalPair(mOnOption, mEvents, "Option");
InitSignalPair(mOnWorld, mEvents, "World");
InitSignalPair(mOnImmunity, mEvents, "Immunity");
InitSignalPair(mOnPartStatus, mEvents, "PartStatus");
InitSignalPair(mOnTyreStatus, mEvents, "TyreStatus");
InitSignalPair(mOnDamageData, mEvents, "DamageData");
InitSignalPair(mOnRadio, mEvents, "Radio");
InitSignalPair(mOnHandlingRule, mEvents, "HandlingRule");
InitSignalPair(mOnEnterArea, mEvents, "EnterArea");
InitSignalPair(mOnLeaveArea, mEvents, "LeaveArea");
}
// ------------------------------------------------------------------------------------------------
void Core::VehicleInst::DropEvents()
{
ResetSignalPair(mOnDestroyed);
ResetSignalPair(mOnCustom);
ResetSignalPair(mOnStream);
ResetSignalPair(mOnEmbarking);
ResetSignalPair(mOnEmbarked);
ResetSignalPair(mOnDisembark);
ResetSignalPair(mOnExplode);
ResetSignalPair(mOnRespawn);
ResetSignalPair(mOnUpdate);
ResetSignalPair(mOnColor);
ResetSignalPair(mOnHealth);
ResetSignalPair(mOnPosition);
ResetSignalPair(mOnRotation);
ResetSignalPair(mOnOption);
ResetSignalPair(mOnWorld);
ResetSignalPair(mOnImmunity);
ResetSignalPair(mOnPartStatus);
ResetSignalPair(mOnTyreStatus);
ResetSignalPair(mOnDamageData);
ResetSignalPair(mOnRadio);
ResetSignalPair(mOnHandlingRule);
ResetSignalPair(mOnEnterArea);
ResetSignalPair(mOnLeaveArea);
mEvents.Release();
}
} // Namespace:: SqMod