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SqMod/source/Core.hpp

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#ifndef _CORE_HPP_
#define _CORE_HPP_
// ------------------------------------------------------------------------------------------------
#include "Common.hpp"
#include "Signal.hpp"
// ------------------------------------------------------------------------------------------------
#include "Base/Vector3.hpp"
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// ------------------------------------------------------------------------------------------------
#include <queue>
#include <vector>
#include <utility>
#include <unordered_map>
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
class Core
{
protected:
// --------------------------------------------------------------------------------------------
friend class std::unique_ptr<Core, void(*)(Core *)>;
// --------------------------------------------------------------------------------------------
struct TPlayer
{
SQInt32 Weapon;
SQFloat Health;
SQFloat Armour;
Vector3 Position;
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bool Fresh;
};
// --------------------------------------------------------------------------------------------
struct TVehicle
{
SQFloat Health;
Vector3 Position;
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bool Fresh;
};
// --------------------------------------------------------------------------------------------
typedef std::array<TPlayer, SQMOD_PLAYER_POOL> TPlayerInstPool;
typedef std::array<TVehicle, SQMOD_VEHICLE_POOL> TVehicleInstPool;
// --------------------------------------------------------------------------------------------
typedef std::unique_ptr<RootTable> SqRootTable;
typedef std::unordered_map<String, Script> SqScriptPool;
// --------------------------------------------------------------------------------------------
typedef std::unordered_map<String, String> OptionPool;
public:
// --------------------------------------------------------------------------------------------
typedef std::vector< SQChar > Buffer;
typedef std::queue< Buffer > BufferPool;
private:
// --------------------------------------------------------------------------------------------
SQInteger m_State;
// --------------------------------------------------------------------------------------------
OptionPool m_Options;
// --------------------------------------------------------------------------------------------
HSQUIRRELVM m_VM;
// --------------------------------------------------------------------------------------------
SqRootTable m_RootTable;
SqScriptPool m_Scripts;
// --------------------------------------------------------------------------------------------
String m_ErrorMsg;
// --------------------------------------------------------------------------------------------
TPlayerInstPool m_PlayerTrack;
TVehicleInstPool m_VehicleTrack;
// --------------------------------------------------------------------------------------------
BufferPool m_BufferPool;
protected:
// --------------------------------------------------------------------------------------------
Core();
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// --------------------------------------------------------------------------------------------
~Core();
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// --------------------------------------------------------------------------------------------
Core(Core const &) = delete;
Core(Core &&) = delete;
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// --------------------------------------------------------------------------------------------
Core & operator=(Core const &) = delete;
Core & operator=(Core &&) = delete;
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// --------------------------------------------------------------------------------------------
static void _Finalizer(Core * ptr);
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public:
// --------------------------------------------------------------------------------------------
typedef std::unique_ptr<Core, void(*)(Core *)> Pointer;
// --------------------------------------------------------------------------------------------
static Pointer Inst();
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// --------------------------------------------------------------------------------------------
bool Init();
bool Load();
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// --------------------------------------------------------------------------------------------
void Deinit();
void Unload();
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// --------------------------------------------------------------------------------------------
void Terminate();
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// --------------------------------------------------------------------------------------------
void SetState(SQInteger val);
SQInteger GetState() const;
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// --------------------------------------------------------------------------------------------
String GetOption(const String & name) const;
void SetOption(const String & name, const String & value);
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// --------------------------------------------------------------------------------------------
Buffer PullBuffer(unsigned sz = 4096);
void PushBuffer(Buffer && buf);
void MakeBuffer(unsigned num, unsigned sz = 4096);
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// --------------------------------------------------------------------------------------------
void ConnectPlayer(SQInt32 id, SQInt32 header, SqObj & payload);
void DisconnectPlayer(SQInt32 id, SQInt32 header, SqObj & payload);
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protected:
// --------------------------------------------------------------------------------------------
bool Configure();
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// --------------------------------------------------------------------------------------------
bool CreateVM();
void DestroyVM();
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// --------------------------------------------------------------------------------------------
bool LoadScripts();
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// --------------------------------------------------------------------------------------------
bool Compile(const String & name);
bool Execute();
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// --------------------------------------------------------------------------------------------
void PrintCallstack();
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public:
// --------------------------------------------------------------------------------------------
static void PrintFunc(HSQUIRRELVM vm, const SQChar * str, ...);
static void ErrorFunc(HSQUIRRELVM vm, const SQChar * str, ...);
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// --------------------------------------------------------------------------------------------
static SQInteger RuntimeErrorHandler(HSQUIRRELVM vm);
static void CompilerErrorHandler(HSQUIRRELVM vm, const SQChar * desc, const SQChar * src, SQInteger line, SQInteger column);
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protected:
/* --------------------------------------------------------------------------------------------
* Destroys a Player created by the server
*/
bool DestroyPlayer(SQInt32 id, SQInt32 header, SqObj & payload);
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public:
/* --------------------------------------------------------------------------------------------
* Creates a new Blip on the server
*/
Reference< CBlip > NewBlip(SQInt32 index, SQInt32 world, SQFloat x, SQFloat y, SQFloat z,
SQInt32 scale, SQUint32 color, SQInt32 sprid,
SQInt32 header, SqObj & payload);
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/* --------------------------------------------------------------------------------------------
* Creates a new Checkpoint on the server
*/
Reference< CCheckpoint > NewCheckpoint(SQInt32 player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius,
SQInt32 header, SqObj & payload);
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/* --------------------------------------------------------------------------------------------
* Creates a new Keybind on the server
*/
Reference< CKeybind > NewKeybind(SQInt32 slot, bool release,
SQInt32 primary, SQInt32 secondary, SQInt32 alternative,
SQInt32 header, SqObj & payload);
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/* --------------------------------------------------------------------------------------------
* Creates a new Object on the server
*/
Reference< CObject > NewObject(SQInt32 model, SQInt32 world, SQFloat x, SQFloat y, SQFloat z,
SQInt32 alpha,
SQInt32 header, SqObj & payload);
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/* --------------------------------------------------------------------------------------------
* Creates a new Pickup on the server
*/
Reference< CPickup > NewPickup(SQInt32 model, SQInt32 world, SQInt32 quantity,
SQFloat x, SQFloat y, SQFloat z, SQInt32 alpha, bool automatic,
SQInt32 header, SqObj & payload);
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/* --------------------------------------------------------------------------------------------
* Creates a new Sphere on the server
*/
Reference< CSphere > NewSphere(SQInt32 player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, SQFloat radius,
SQInt32 header, SqObj & payload);
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/* --------------------------------------------------------------------------------------------
* Creates a new Sprite on the server
*/
Reference< CSprite > NewSprite(SQInt32 index, const SQChar * file, SQInt32 xp, SQInt32 yp,
SQInt32 xr, SQInt32 yr, SQFloat angle, SQInt32 alpha, bool rel,
SQInt32 header, SqObj & payload);
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/* --------------------------------------------------------------------------------------------
* Creates a new Textdraw on the server
*/
Reference< CTextdraw > NewTextdraw(SQInt32 index, const SQChar * text, SQInt32 xp, SQInt32 yp,
SQUint32 color, bool rel,
SQInt32 header, SqObj & payload);
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/* --------------------------------------------------------------------------------------------
* Creates a new Vehicle on the server
*/
Reference< CVehicle > NewVehicle(SQInt32 model, SQInt32 world, SQFloat x, SQFloat y, SQFloat z,
SQFloat angle, SQInt32 primary, SQInt32 secondary,
SQInt32 header, SqObj & payload);
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public:
// --------------------------------------------------------------------------------------------
void OnBlipCreated(SQInt32 blip, SQInt32 header, SqObj & payload);
void OnCheckpointCreated(SQInt32 checkpoint, SQInt32 header, SqObj & payload);
void OnKeybindCreated(SQInt32 keybind, SQInt32 header, SqObj & payload);
void OnObjectCreated(SQInt32 object, SQInt32 header, SqObj & payload);
void OnPickupCreated(SQInt32 pickup, SQInt32 header, SqObj & payload);
void OnPlayerCreated(SQInt32 player, SQInt32 header, SqObj & payload);
void OnSphereCreated(SQInt32 sphere, SQInt32 header, SqObj & payload);
void OnSpriteCreated(SQInt32 sprite, SQInt32 header, SqObj & payload);
void OnTextdrawCreated(SQInt32 textdraw, SQInt32 header, SqObj & payload);
void OnVehicleCreated(SQInt32 vehicle, SQInt32 header, SqObj & payload);
// --------------------------------------------------------------------------------------------
void OnBlipDestroyed(SQInt32 blip, SQInt32 header, SqObj & payload);
void OnCheckpointDestroyed(SQInt32 checkpoint, SQInt32 header, SqObj & payload);
void OnKeybindDestroyed(SQInt32 keybind, SQInt32 header, SqObj & payload);
void OnObjectDestroyed(SQInt32 object, SQInt32 header, SqObj & payload);
void OnPickupDestroyed(SQInt32 pickup, SQInt32 header, SqObj & payload);
void OnPlayerDestroyed(SQInt32 player, SQInt32 header, SqObj & payload);
void OnSphereDestroyed(SQInt32 sphere, SQInt32 header, SqObj & payload);
void OnSpriteDestroyed(SQInt32 sprite, SQInt32 header, SqObj & payload);
void OnTextdrawDestroyed(SQInt32 textdraw, SQInt32 header, SqObj & payload);
void OnVehicleDestroyed(SQInt32 vehicle, SQInt32 header, SqObj & payload);
// --------------------------------------------------------------------------------------------
void OnBlipCustom(SQInt32 blip, SQInt32 header, SqObj & payload);
void OnCheckpointCustom(SQInt32 checkpoint, SQInt32 header, SqObj & payload);
void OnKeybindCustom(SQInt32 keybind, SQInt32 header, SqObj & payload);
void OnObjectCustom(SQInt32 object, SQInt32 header, SqObj & payload);
void OnPickupCustom(SQInt32 pickup, SQInt32 header, SqObj & payload);
void OnPlayerCustom(SQInt32 player, SQInt32 header, SqObj & payload);
void OnSphereCustom(SQInt32 sphere, SQInt32 header, SqObj & payload);
void OnSpriteCustom(SQInt32 sprite, SQInt32 header, SqObj & payload);
void OnTextdrawCustom(SQInt32 textdraw, SQInt32 header, SqObj & payload);
void OnVehicleCustom(SQInt32 vehicle, SQInt32 header, SqObj & payload);
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// --------------------------------------------------------------------------------------------
void OnPlayerAway(SQInt32 player, bool status);
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// --------------------------------------------------------------------------------------------
void OnPlayerGameKeys(SQInt32 player, SQInt32 previous, SQInt32 current);
void OnPlayerName(SQInt32 player, const SQChar * previous, const SQChar * current);
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// --------------------------------------------------------------------------------------------
void OnPlayerRequestClass(SQInt32 player, SQInt32 offset);
void OnPlayerRequestSpawn(SQInt32 player);
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// --------------------------------------------------------------------------------------------
void OnPlayerSpawn(SQInt32 player);
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// --------------------------------------------------------------------------------------------
void OnPlayerStartTyping(SQInt32 player);
void OnPlayerStopTyping(SQInt32 player);
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// --------------------------------------------------------------------------------------------
void OnPlayerChat(SQInt32 player, const SQChar * message);
void OnPlayerCommand(SQInt32 player, const SQChar * command);
void OnPlayerMessage(SQInt32 player, SQInt32 receiver, const SQChar * message);
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// --------------------------------------------------------------------------------------------
void OnPlayerHealth(SQInt32 player, SQFloat previous, SQFloat current);
void OnPlayerArmour(SQInt32 player, SQFloat previous, SQFloat current);
void OnPlayerWeapon(SQInt32 player, SQInt32 previous, SQInt32 current);
void OnPlayerMove(SQInt32 player, const Vector3 & previous, const Vector3 & current);
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// --------------------------------------------------------------------------------------------
void OnPlayerWasted(SQInt32 player, SQInt32 reason);
void OnPlayerKilled(SQInt32 player, SQInt32 killer, SQInt32 reason, SQInt32 body_part);
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// --------------------------------------------------------------------------------------------
void OnPlayerSpectate(SQInt32 player, SQInt32 target);
void OnPlayerCrashreport(SQInt32 player, const SQChar * report);
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// --------------------------------------------------------------------------------------------
void OnPlayerBurning(SQInt32 player, bool state);
void OnPlayerCrouching(SQInt32 player, bool state);
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// --------------------------------------------------------------------------------------------
void OnPlayerState(SQInt32 player, SQInt32 previous, SQInt32 current);
void OnPlayerAction(SQInt32 player, SQInt32 previous, SQInt32 current);
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// --------------------------------------------------------------------------------------------
void OnStateNone(SQInt32 player, SQInt32 previous);
void OnStateNormal(SQInt32 player, SQInt32 previous);
void OnStateShooting(SQInt32 player, SQInt32 previous);
void OnStateDriver(SQInt32 player, SQInt32 previous);
void OnStatePassenger(SQInt32 player, SQInt32 previous);
void OnStateEnterDriver(SQInt32 player, SQInt32 previous);
void OnStateEnterPassenger(SQInt32 player, SQInt32 previous);
void OnStateExitVehicle(SQInt32 player, SQInt32 previous);
void OnStateUnspawned(SQInt32 player, SQInt32 previous);
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// --------------------------------------------------------------------------------------------
void OnActionNone(SQInt32 player, SQInt32 previous);
void OnActionNormal(SQInt32 player, SQInt32 previous);
void OnActionAiming(SQInt32 player, SQInt32 previous);
void OnActionShooting(SQInt32 player, SQInt32 previous);
void OnActionJumping(SQInt32 player, SQInt32 previous);
void OnActionLieDown(SQInt32 player, SQInt32 previous);
void OnActionGettingUp(SQInt32 player, SQInt32 previous);
void OnActionJumpVehicle(SQInt32 player, SQInt32 previous);
void OnActionDriving(SQInt32 player, SQInt32 previous);
void OnActionDying(SQInt32 player, SQInt32 previous);
void OnActionWasted(SQInt32 player, SQInt32 previous);
void OnActionEmbarking(SQInt32 player, SQInt32 previous);
void OnActionDisembarking(SQInt32 player, SQInt32 previous);
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// --------------------------------------------------------------------------------------------
void OnVehicleRespawn(SQInt32 vehicle);
void OnVehicleExplode(SQInt32 vehicle);
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// --------------------------------------------------------------------------------------------
void OnVehicleHealth(SQInt32 vehicle, SQFloat previous, SQFloat current);
void OnVehicleMove(SQInt32 vehicle, const Vector3 & previous, const Vector3 & current);
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// --------------------------------------------------------------------------------------------
void OnPickupRespawn(SQInt32 pickup);
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// --------------------------------------------------------------------------------------------
void OnPlayerKeyPress(SQInt32 player, SQInt32 keybind);
void OnPlayerKeyRelease(SQInt32 player, SQInt32 keybind);
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// --------------------------------------------------------------------------------------------
void OnPlayerEmbarking(SQInt32 player, SQInt32 vehicle, SQInt32 slot);
void OnPlayerEmbarked(SQInt32 player, SQInt32 vehicle, SQInt32 slot);
void OnPlayerDisembark(SQInt32 player, SQInt32 vehicle);
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// --------------------------------------------------------------------------------------------
void OnPickupClaimed(SQInt32 player, SQInt32 pickup);
void OnPickupCollected(SQInt32 player, SQInt32 pickup);
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// --------------------------------------------------------------------------------------------
void OnObjectShot(SQInt32 player, SQInt32 object, SQInt32 weapon);
void OnObjectBump(SQInt32 player, SQInt32 object);
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// --------------------------------------------------------------------------------------------
void OnCheckpointEntered(SQInt32 player, SQInt32 checkpoint);
void OnCheckpointExited(SQInt32 player, SQInt32 checkpoint);
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// --------------------------------------------------------------------------------------------
void OnSphereEntered(SQInt32 player, SQInt32 sphere);
void OnSphereExited(SQInt32 player, SQInt32 sphere);
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// --------------------------------------------------------------------------------------------
void OnServerFrame(SQFloat delta);
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// --------------------------------------------------------------------------------------------
void OnServerStartup();
void OnServerShutdown();
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// --------------------------------------------------------------------------------------------
void OnInternalCommand(SQInt32 type, const SQChar * text);
void OnLoginAttempt(const SQChar * name, const SQChar * passwd, const SQChar * ip);
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// --------------------------------------------------------------------------------------------
void OnCustomEvent(SQInt32 group, SQInt32 header, SqObj & payload);
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// --------------------------------------------------------------------------------------------
void OnWorldOption(SQInt32 option, SqObj & value);
void OnWorldToggle(SQInt32 option, bool value);
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// --------------------------------------------------------------------------------------------
void OnScriptReload(SQInt32 header, SqObj & payload);
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// --------------------------------------------------------------------------------------------
void OnLogMessage(SQInt32 type, const SQChar * message);
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// --------------------------------------------------------------------------------------------
void OnPlayerUpdate(SQInt32 player, SQInt32 type);
void OnVehicleUpdate(SQInt32 vehicle, SQInt32 type);
void OnEntityPool(SQInt32 type, SQInt32 id, bool deleted);
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public:
// --------------------------------------------------------------------------------------------
EBlipCreated BlipCreated;
ECheckpointCreated CheckpointCreated;
EKeybindCreated KeybindCreated;
EObjectCreated ObjectCreated;
EPickupCreated PickupCreated;
EPlayerCreated PlayerCreated;
ESphereCreated SphereCreated;
ESpriteCreated SpriteCreated;
ETextdrawCreated TextdrawCreated;
EVehicleCreated VehicleCreated;
// --------------------------------------------------------------------------------------------
EBlipDestroyed BlipDestroyed;
ECheckpointDestroyed CheckpointDestroyed;
EKeybindDestroyed KeybindDestroyed;
EObjectDestroyed ObjectDestroyed;
EPickupDestroyed PickupDestroyed;
EPlayerDestroyed PlayerDestroyed;
ESphereDestroyed SphereDestroyed;
ESpriteDestroyed SpriteDestroyed;
ETextdrawDestroyed TextdrawDestroyed;
EVehicleDestroyed VehicleDestroyed;
// --------------------------------------------------------------------------------------------
EBlipCustom BlipCustom;
ECheckpointCustom CheckpointCustom;
EKeybindCustom KeybindCustom;
EObjectCustom ObjectCustom;
EPickupCustom PickupCustom;
EPlayerCustom PlayerCustom;
ESphereCustom SphereCustom;
ESpriteCustom SpriteCustom;
ETextdrawCustom TextdrawCustom;
EVehicleCustom VehicleCustom;
// --------------------------------------------------------------------------------------------
EPlayerAway PlayerAway;
// --------------------------------------------------------------------------------------------
EPlayerGameKeys PlayerGameKeys;
EPlayerRename PlayerRename;
// --------------------------------------------------------------------------------------------
EPlayerRequestClass PlayerRequestClass;
EPlayerRequestSpawn PlayerRequestSpawn;
// --------------------------------------------------------------------------------------------
EPlayerSpawn PlayerSpawn;
// --------------------------------------------------------------------------------------------
EPlayerStartTyping PlayerStartTyping;
EPlayerStopTyping PlayerStopTyping;
// --------------------------------------------------------------------------------------------
EPlayerChat PlayerChat;
EPlayerCommand PlayerCommand;
EPlayerMessage PlayerMessage;
// --------------------------------------------------------------------------------------------
EPlayerHealth PlayerHealth;
EPlayerArmour PlayerArmour;
EPlayerWeapon PlayerWeapon;
EPlayerMove PlayerMove;
// --------------------------------------------------------------------------------------------
EPlayerWasted PlayerWasted;
EPlayerKilled PlayerKilled;
EPlayerTeamKill PlayerTeamKill;
// --------------------------------------------------------------------------------------------
EPlayerSpectate PlayerSpectate;
EPlayerCrashreport PlayerCrashreport;
// --------------------------------------------------------------------------------------------
EPlayerBurning PlayerBurning;
EPlayerCrouching PlayerCrouching;
// --------------------------------------------------------------------------------------------
EPlayerState PlayerState;
EPlayerAction PlayerAction;
// --------------------------------------------------------------------------------------------
EStateNone StateNone;
EStateNormal StateNormal;
EStateShooting StateShooting;
EStateDriver StateDriver;
EStatePassenger StatePassenger;
EStateEnterDriver StateEnterDriver;
EStateEnterPassenger StateEnterPassenger;
EStateExitVehicle StateExitVehicle;
EStateUnspawned StateUnspawned;
// --------------------------------------------------------------------------------------------
EActionNone ActionNone;
EActionNormal ActionNormal;
EActionAiming ActionAiming;
EActionShooting ActionShooting;
EActionJumping ActionJumping;
EActionLieDown ActionLieDown;
EActionGettingUp ActionGettingUp;
EActionJumpVehicle ActionJumpVehicle;
EActionDriving ActionDriving;
EActionDying ActionDying;
EActionWasted ActionWasted;
EActionEmbarking ActionEmbarking;
EActionDisembarking ActionDisembarking;
// --------------------------------------------------------------------------------------------
EVehicleRespawn VehicleRespawn;
EVehicleExplode VehicleExplode;
// --------------------------------------------------------------------------------------------
EVehicleHealth VehicleHealth;
EVehicleMove VehicleMove;
// --------------------------------------------------------------------------------------------
EPickupRespawn PickupRespawn;
// --------------------------------------------------------------------------------------------
EKeybindKeyPress KeybindKeyPress;
EKeybindKeyRelease KeybindKeyRelease;
// --------------------------------------------------------------------------------------------
EVehicleEmbarking VehicleEmbarking;
EVehicleEmbarked VehicleEmbarked;
EVehicleDisembark VehicleDisembark;
// --------------------------------------------------------------------------------------------
EPickupClaimed PickupClaimed;
EPickupCollected PickupCollected;
// --------------------------------------------------------------------------------------------
EObjectShot ObjectShot;
EObjectBump ObjectBump;
// --------------------------------------------------------------------------------------------
ECheckpointEntered CheckpointEntered;
ECheckpointExited CheckpointExited;
// --------------------------------------------------------------------------------------------
ESphereEntered SphereEntered;
ESphereExited SphereExited;
// --------------------------------------------------------------------------------------------
EServerFrame ServerFrame;
// --------------------------------------------------------------------------------------------
EServerStartup ServerStartup;
EServerShutdown ServerShutdown;
// --------------------------------------------------------------------------------------------
EInternalCommand InternalCommand;
ELoginAttempt LoginAttempt;
// --------------------------------------------------------------------------------------------
ECustomEvent CustomEvent;
// --------------------------------------------------------------------------------------------
EWorldOption WorldOption;
EWorldToggle WorldToggle;
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// --------------------------------------------------------------------------------------------
EScriptReload ScriptReload;
// --------------------------------------------------------------------------------------------
ELogMessage LogMessage;
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// --------------------------------------------------------------------------------------------
EVMClose VMClose;
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};
// ------------------------------------------------------------------------------------------------
extern const Core::Pointer _Core;
} // Namespace:: SqMod
#endif // _CORE_HPP_