mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 08:47:17 +01:00
Discard scripts.
This commit is contained in:
parent
1dbe480797
commit
2d32a129cc
@ -1,17 +0,0 @@
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// Compute the path to the scripts folder (use the `ScriptFolder` option from `sqmod.ini`)
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ScriptsPath <- SqSysPath.Working().Append(SqCore.GetOption("ScriptFolder"));
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// Log it for debug purposes
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SqLog.Inf("Booting script from: %s", ScriptsPath.String);
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// Load the command manager
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("cmd.nut"));
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// Load event scripts (delay them `true` since we don't need them executed right away)
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("blip.nut"));
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("checkpoint.nut"));
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("custom.nut"));
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("keybind.nut"));
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("object.nut"));
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("pickup.nut"));
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("player.nut"));
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("server.nut"));
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SqCore.LoadScript(true, SqSysPath(ScriptsPath.String).Append("events").Append("vehicle.nut"));
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// Load command scripts (delay them `true` since we don't need them executed right away)
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103
bin/demo/cmd.nut
103
bin/demo/cmd.nut
@ -1,103 +0,0 @@
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/* --------------------------------------------------------------------------------------------------------------------
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* We need a command manager to be able to create and manage commands.
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* We also store it in the root table to make it accessible in other scripts.
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*/
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g_Cmd <- SqCmd.Manager();
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/* --------------------------------------------------------------------------------------------------------------------
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* This is our global function we give to the command manager to tell whether someone is allowed
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* or not to execute a certain function. If this function returns false, the command is ignored
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*/
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g_Cmd.BindAuth(this, function(player, command) {
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// I guess we can use the default authority level to make the decision :/
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return (player.Authority >= command.Authority);
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* General purpose error handler for a command manager.
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* Otherwise the player doesn't know why a command failed.
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*/
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g_Cmd.BindFail(this, function(type, msg, payload) {
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// Retrieve the player that executed the command
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local player = g_Cmd.Invoker;
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// See if the invoker even exists
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if (!player || typeof(player) != "SqPlayer") {
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return; // No one to report!
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}
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// Let players know how to get in contact with the owner
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local contact = SqCore.GetOptionOr("OwnerContact", "no.email@to.me");
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// Identify the error type
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switch (type) {
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// The command failed for unknown reasons
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case SqCmdErr.Unknown: {
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player.Message("Unable to execute the command for reasons unknown");
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player.Message("=> Please contact the owner: %s", contact);
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} break;
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// The command failed to execute because there was nothing to execute
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case SqCmdErr.EmptyCommand: {
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player.Message("Cannot execute an empty command");
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} break;
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// The command failed to execute because the command name was invalid after processing
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case SqCmdErr.InvalidCommand: {
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player.Message("The specified command name is invalid");
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} break;
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// The command failed to execute because there was a syntax error in the arguments
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case SqCmdErr.SyntaxError: {
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player.Message("There was a syntax error in argument: %d", payload);
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} break;
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// The command failed to execute because there was no such command
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case SqCmdErr.UnknownCommand: {
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player.Message("The specified command does no exist");
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} break;
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// The command failed to execute because the it's currently suspended
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case SqCmdErr.ListenerSuspended: {
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player.Message("The requested command is currently suspended");
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} break;
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// The command failed to execute because the invoker does not have the proper authority
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case SqCmdErr.InsufficientAuth: {
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player.Message("You don't have the proper authority to execute this command");
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} break;
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// The command failed to execute because there was no callback to handle the execution
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case SqCmdErr.MissingExecuter: {
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player.Message("The specified command is not being processed");
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} break;
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// The command was unable to execute because the argument limit was not reached
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case SqCmdErr.IncompleteArgs: {
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player.Message("The specified command requires at least %d arguments", payload);
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} break;
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// The command was unable to execute because the argument limit was exceeded
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case SqCmdErr.ExtraneousArgs: {
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player.Message("The specified command requires no more than %d arguments", payload);
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} break;
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// Command was unable to execute due to argument type mismatch
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case SqCmdErr.UnsupportedArg: {
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player.Message("Argument %d requires a different type than the one you specified", payload);
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} break;
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// The command arguments contained more data than the internal buffer can handle
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case SqCmdErr.BufferOverflow: {
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player.Message("An internal error occurred and the execution was aborted");
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player.Message("=> Please contact the owner: %s", contact);
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} break;
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// The command failed to complete execution due to a runtime exception
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case SqCmdErr.ExecutionFailed: {
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player.Message("The command failed to complete the execution properly");
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player.Message("=> Please contact the owner: %s", contact);
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} break;
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// The command completed the execution but returned a negative result
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case SqCmdErr.ExecutionAborted: {
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player.Message("The command execution was aborted and therefore had no effect");
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} break;
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// The post execution callback failed to execute due to a runtime exception
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case SqCmdErr.PostProcessingFailed: {
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player.Message("The command post-processing stage failed to complete properly");
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player.Message("=> Please contact the owner: %s", contact);
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} break;
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// The callback that was supposed to deal with the failure also failed due to a runtime exception
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case SqCmdErr.UnresolvedFailure: {
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player.Message("Unable to resolve the failures during command execution");
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player.Message("=> Please contact the owner: %s", contact);
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} break;
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// Something bad happened and no one knows what
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default: {
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SqLog.Inf("Command failed to execute because [%s][%s]", msg, ""+payload);
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}
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}
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});
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@ -1,19 +0,0 @@
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: BlipCreated
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*/
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SqCore.On().BlipCreated.Connect(function(/*SqBlip*/ blip, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: BlipDestroyed
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*/
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SqCore.On().BlipDestroyed.Connect(function(/*SqBlip*/ blip, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: BlipCustom
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*/
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SqCore.On().BlipCustom.Connect(function(/*SqBlip*/ blip, /*int*/ header, /*object*/ payload) {
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});
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@ -1,49 +0,0 @@
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CheckpointCreated
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*/
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SqCore.On().CheckpointCreated.Connect(function(/*SqCheckpoint*/ checkpoint, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CheckpointDestroyed
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*/
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SqCore.On().CheckpointDestroyed.Connect(function(/*SqCheckpoint*/ checkpoint, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CheckpointCustom
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*/
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SqCore.On().CheckpointCustom.Connect(function(/*SqCheckpoint*/ checkpoint, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CheckpointStream
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*/
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SqCore.On().CheckpointStream.Connect(function(/*SqPlayer*/ client, /*SqCheckpoint*/ checkpoint, /*bool*/ is_deleted) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CheckpointEntered
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*/
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SqCore.On().CheckpointEntered.Connect(function(/*SqCheckpoint*/ checkpoint, /*SqPlayer*/ player) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CheckpointExited
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*/
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SqCore.On().CheckpointExited.Connect(function(/*SqCheckpoint*/ checkpoint, /*SqPlayer*/ player) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CheckpointWorld
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*/
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SqCore.On().CheckpointWorld.Connect(function(/*SqCheckpoint*/ checkpoint, /*int*/ old_world, /*int*/ new_world) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CheckpointRadius
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*/
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SqCore.On().CheckpointRadius.Connect(function(/*SqCheckpoint*/ checkpoint, /*float*/ old_radius, /*float*/ new_radius) {
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});
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@ -1,6 +0,0 @@
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: CustomEvent
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*/
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SqCore.On().CustomEvent.Connect(function(/*int*/ group, /*int*/ header, /*object*/ payload) {
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});
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@ -1,19 +0,0 @@
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: KeybindCreated
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*/
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SqCore.On().KeybindCreated.Connect(function(/*SqKeybind*/ keybind, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: KeybindDestroyed
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*/
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SqCore.On().KeybindDestroyed.Connect(function(/*SqKeybind*/ keybind, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: KeybindCustom
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*/
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SqCore.On().KeybindCustom.Connect(function(/*SqKeybind*/ keybind, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectCreated
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*/
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SqCore.On().ObjectCreated.Connect(function(/*SqObject*/ object, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectDestroyed
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*/
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SqCore.On().ObjectDestroyed.Connect(function(/*SqObject*/ object, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectCustom
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*/
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SqCore.On().ObjectCustom.Connect(function(/*SqObject*/ object, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectStream
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*/
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SqCore.On().ObjectStream.Connect(function(/*SqPlayer*/ client, /*SqObject*/ object, /*bool*/ is_deleted) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectShot
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*/
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SqCore.On().ObjectShot.Connect(function(/*SqObject*/ object, /*SqPlayer*/ player, /*int*/ weapon_id) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectTouched
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*/
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SqCore.On().ObjectTouched.Connect(function(/*SqObject*/ object, /*SqPlayer*/ player) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectWorld
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*/
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SqCore.On().ObjectWorld.Connect(function(/*SqObject*/ object, /*int*/ old_world, /*int*/ new_world) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectAlpha
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*/
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SqCore.On().ObjectAlpha.Connect(function(/*SqObject*/ object, /*int*/ old_alpha, /*int*/ new_alpha, /*int*/ time) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: ObjectReport
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*/
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SqCore.On().ObjectReport.Connect(function(/*SqObject*/ object, /*bool*/ old_status, /*bool*/ new_status, /*bool*/ touched) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupCreated
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*/
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SqCore.On().PickupCreated.Connect(function(/*SqPickup*/ pickup, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupDestroyed
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*/
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SqCore.On().PickupDestroyed.Connect(function(/*SqPickup*/ pickup, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupCustom
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*/
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SqCore.On().PickupCustom.Connect(function(/*SqPickup*/ pickup, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupStream
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*/
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SqCore.On().PickupStream.Connect(function(/*SqPlayer*/ client, /*SqPickup*/ pickup, /*bool*/ is_deleted) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupClaimed
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*/
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SqCore.On().PickupClaimed.Connect(function(/*SqPickup*/ pickup, /*SqPlayer*/ player) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupCollected
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*/
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SqCore.On().PickupCollected.Connect(function(/*SqPickup*/ pickup, /*SqPlayer*/ player) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupRespawn
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*/
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SqCore.On().PickupRespawn.Connect(function(/*SqPickup*/ pickup) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupWorld
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*/
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SqCore.On().PickupWorld.Connect(function(/*SqPickup*/ pickup, /*int*/ old_world, /*int*/ new_world) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupAlpha
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*/
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SqCore.On().PickupAlpha.Connect(function(/*SqPickup*/ pickup, /*int*/ old_alpha, /*int*/ new_alpha) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupAutomatic
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*/
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SqCore.On().PickupAutomatic.Connect(function(/*SqPickup*/ pickup, /*bool*/ old_status, /*bool*/ new_status) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupAutoTimer
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*/
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SqCore.On().PickupAutoTimer.Connect(function(/*SqPickup*/ pickup, /*int*/ old_timer, /*int*/ new_timer) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PickupOption
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*/
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SqCore.On().PickupOption.Connect(function(/*SqPickup*/ pickup, /*int*/ option_id, /*bool*/ value, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PlayerCreated
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*/
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SqCore.On().PlayerCreated.Connect(function(/*SqPlayer*/ player, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PlayerDestroyed
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*/
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SqCore.On().PlayerDestroyed.Connect(function(/*SqPlayer*/ player, /*int*/ header, /*object*/ payload) {
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});
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/* --------------------------------------------------------------------------------------------------------------------
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* Bind to global event: PlayerCustom
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*/
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SqCore.On().PlayerCustom.Connect(function(/*SqPlayer*/ player, /*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerStream
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerStream.Connect(function(/*SqPlayer*/ client, /*SqPlayer*/ player, /*bool*/ is_deleted) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerRequestClass
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerRequestClass.Connect(function(/*SqPlayer*/ player, offset) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerRequestSpawn
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerRequestSpawn.Connect(function(/*SqPlayer*/ player) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerSpawn
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerSpawn.Connect(function(/*SqPlayer*/ player) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerWasted
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerWasted.Connect(function(/*SqPlayer*/ player, /*int*/ reason) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerKilled
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerKilled.Connect(function(/*SqPlayer*/ player, /*SqPlayer*/ killer, /*int*/ reason, /*int*/ body_part, /*bool*/ team_kill) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerEmbarking
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerEmbarking.Connect(function(/*SqPlayer*/ player, /*SqVehicle*/ vehicle, /*int*/ slot) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerEmbarked
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerEmbarked.Connect(function(/*SqPlayer*/ player, /*SqVehicle*/ vehicle, /*int*/ slot) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerDisembark
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerDisembark.Connect(function(/*SqPlayer*/ player, /*SqVehicle*/ vehicle) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerRename
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerRename.Connect(function(/*SqPlayer*/ player, /*string*/ old_name, /*string*/ new_name) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerState
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerState.Connect(function(/*SqPlayer*/ player, /*int*/ old_state, /*int*/ new_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StateNone
|
|
||||||
*/
|
|
||||||
SqCore.On().StateNone.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StateNormal
|
|
||||||
*/
|
|
||||||
SqCore.On().StateNormal.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StateAim
|
|
||||||
*/
|
|
||||||
SqCore.On().StateAim.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StateDriver
|
|
||||||
*/
|
|
||||||
SqCore.On().StateDriver.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StatePassenger
|
|
||||||
*/
|
|
||||||
SqCore.On().StatePassenger.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StateEnterDriver
|
|
||||||
*/
|
|
||||||
SqCore.On().StateEnterDriver.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StateEnterPassenger
|
|
||||||
*/
|
|
||||||
SqCore.On().StateEnterPassenger.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StateExit
|
|
||||||
*/
|
|
||||||
SqCore.On().StateExit.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: StateUnspawned
|
|
||||||
*/
|
|
||||||
SqCore.On().StateUnspawned.Connect(function(/*SqPlayer*/ player, /*int*/ old_state) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerAction
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerAction.Connect(function(/*SqPlayer*/ player, /*int*/ old_action, /*int*/ new_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionNone
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionNone.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionNormal
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionNormal.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionAiming
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionAiming.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionShooting
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionShooting.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionJumping
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionJumping.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionLieDown
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionLieDown.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionGettingUp
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionGettingUp.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionJumpVehicle
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionJumpVehicle.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionDriving
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionDriving.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionDying
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionDying.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionWasted
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionWasted.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionEmbarking
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionEmbarking.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ActionDisembarking
|
|
||||||
*/
|
|
||||||
SqCore.On().ActionDisembarking.Connect(function(/*SqPlayer*/ player, /*int*/ old_action) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerBurning
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerBurning.Connect(function(/*SqPlayer*/ player, /*bool*/ is_on_fire) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerCrouching
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerCrouching.Connect(function(/*SqPlayer*/ player, /*bool*/ is_crouching) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerGameKeys
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerGameKeys.Connect(function(/*SqPlayer*/ player, /*int*/ old_keys, /*int*/ new_keys) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerStartTyping
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerStartTyping.Connect(function(/*SqPlayer*/ player) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerStopTyping
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerStopTyping.Connect(function(/*SqPlayer*/ player) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerAway
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerAway.Connect(function(/*SqPlayer*/ player, /*bool*/ is_away) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerMessage
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerMessage.Connect(function(/*SqPlayer*/ player, /*string*/ message) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerCommand
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerCommand.Connect(function(/*SqPlayer*/ player, /*string*/ message) {
|
|
||||||
g_Cmd.Run(player, command); // Forward this command to the command manager
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerPrivateMessage
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerPrivateMessage.Connect(function(/*SqPlayer*/ player, /*SqPlayer*/ target_player, /*string*/ message) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerKeyPress
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerKeyPress.Connect(function(/*SqPlayer*/ player, /*SqKeybind*/ bind) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerKeyRelease
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerKeyRelease.Connect(function(/*SqPlayer*/ player, /*SqKeybind*/ bind) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerSpectate
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerSpectate.Connect(function(/*SqPlayer*/ player, /*SqPlayer*/ target_player) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerUnspectate
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerUnspectate.Connect(function(/*SqPlayer*/ player) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerCrashreport
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerCrashreport.Connect(function(/*SqPlayer*/ player, /*string*/ report) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerModuleList
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerModuleList.Connect(function(/*SqPlayer*/ player, /*string*/ list) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ClientScriptData
|
|
||||||
*/
|
|
||||||
SqCore.On().ClientScriptData.Connect(function(/*SqPlayer*/ player, /*SqBuffer*/ data, /*int*/ size) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerUpdate
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerUpdate.Connect(function(/*SqPlayer*/ player, /*int*/ update_type) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerHealth
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerHealth.Connect(function(/*SqPlayer*/ player, /*float*/ old_health, /*float*/ new_health) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerArmour
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerArmour.Connect(function(/*SqPlayer*/ player, /*float*/ old_armour, /*float*/ new_armour) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerWeapon
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerWeapon.Connect(function(/*SqPlayer*/ player, /*int*/ old_weapon, /*int*/ new_weapon) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerHeading
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerHeading.Connect(function(/*SqPlayer*/ player, /*float*/ old_heading, /*float*/ new_heading) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerPosition
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerPosition.Connect(function(/*SqPlayer*/ player, /*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerOption
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerOption.Connect(function(/*SqPlayer*/ player, /*int*/ option_id, /*bool*/ value, /*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerAdmin
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerAdmin.Connect(function(/*SqPlayer*/ player, /*bool*/ old_status, /*bool*/ new_status) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerWorld
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerWorld.Connect(function(/*SqPlayer*/ player, /*int*/ old_world, /*int*/ new_world, /*bool*/ secondary) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerTeam
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerTeam.Connect(function(/*SqPlayer*/ player, /*int*/ old_team, /*int*/ new_team) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerSkin
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerSkin.Connect(function(/*SqPlayer*/ player, /*int*/ old_skin, /*int*/ new_skin) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerMoney
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerMoney.Connect(function(/*SqPlayer*/ player, /*int*/ old_money, /*int*/ new_money) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerScore
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerScore.Connect(function(/*SqPlayer*/ player, /*int*/ old_score, /*int*/ new_score) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerWantedLevel
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerWantedLevel.Connect(function(/*SqPlayer*/ player, /*int*/ old_level, /*int*/ new_level) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerImmunity
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerImmunity.Connect(function(/*SqPlayer*/ player, /*int*/ old_immunity, /*int*/ new_immunity) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerAlpha
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerAlpha.Connect(function(/*SqPlayer*/ player, /*int*/ old_alpha, /*int*/ new_alpha, /*int*/ fade) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerEnterArea
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerEnterArea.Connect(function(/*SqPlayer*/ player, /*SqArea*/ area) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: PlayerLeaveArea
|
|
||||||
*/
|
|
||||||
SqCore.On().PlayerLeaveArea.Connect(function(/*SqPlayer*/ player, /*SqArea*/ area) {
|
|
||||||
|
|
||||||
});
|
|
@ -1,55 +0,0 @@
|
|||||||
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ServerStartup
|
|
||||||
*/
|
|
||||||
SqCore.On().ServerStartup.Connect(function(/*...*/) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ServerShutdown
|
|
||||||
*/
|
|
||||||
SqCore.On().ServerShutdown.Connect(function(/*...*/) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ServerFrame
|
|
||||||
*/
|
|
||||||
SqCore.On().ServerFrame.Connect(function(/*float*/ elapsed_time) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: IncomingConnection
|
|
||||||
*/
|
|
||||||
SqCore.On().IncomingConnection.Connect(function(/*string*/ player_name, /*int*/ name_buffer_size, /*string*/ user_password, /*string*/ ip_address) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: EntityPool
|
|
||||||
*/
|
|
||||||
SqCore.On().EntityPool.Connect(function(/*int*/ entity_type, /*Sq[Entity]*/ entity, /*bool*/ is_deleted) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: EntityStream
|
|
||||||
*/
|
|
||||||
SqCore.On().EntityStream.Connect(function(/*SqPlayer*/ player, /*Sq[Entity]*/ entity, /*int*/ entity_type, /*bool*/ is_deleted) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ServerOption
|
|
||||||
*/
|
|
||||||
SqCore.On().ServerOption.Connect(function(/*int*/ option, /*bool*/ value, /*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ScriptReload
|
|
||||||
*/
|
|
||||||
SqCore.On().ScriptReload.Connect(function(/*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: ScriptLoaded
|
|
||||||
*/
|
|
||||||
SqCore.On().ScriptLoaded.Connect(function(/*...*/) {
|
|
||||||
|
|
||||||
});
|
|
@ -1,127 +0,0 @@
|
|||||||
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleCreated
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleCreated.Connect(function(/*SqVehicle*/ vehicle, /*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleDestroyed
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleDestroyed.Connect(function(/*SqVehicle*/ vehicle, /*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleCustom
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleCustom.Connect(function(/*SqVehicle*/ vehicle, /*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleStream
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleStream.Connect(function(/*SqPlayer*/ client, /*SqVehicle*/ vehicle, /*bool*/ is_deleted) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleExplode
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleExplode.Connect(function(/*SqVehicle*/ vehicle) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleRespawn
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleRespawn.Connect(function(/*SqVehicle*/ vehicle) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleUpdate
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleUpdate.Connect(function(/*SqVehicle*/ vehicle, /*int*/ update_type) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleColor
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleColor.Connect(function(/*SqVehicle*/ vehicle, /*int*/ changed) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleHealth
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleHealth.Connect(function(/*SqVehicle*/ vehicle, /*float*/ old_health, /*float*/ new_health) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehiclePosition
|
|
||||||
*/
|
|
||||||
SqCore.On().VehiclePosition.Connect(function(/*SqVehicle*/ vehicle) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleRotation
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleRotation.Connect(function(/*SqVehicle*/ vehicle) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleOption
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleOption.Connect(function(/*SqVehicle*/ vehicle, /*int*/ option_id, /*bool*/ value, /*int*/ header, /*object*/ payload) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleWorld
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleWorld.Connect(function(/*SqVehicle*/ vehicle, /*int*/ old_world, /*int*/ new_world) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleImmunity
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleImmunity.Connect(function(/*SqVehicle*/ vehicle, /*int*/ old_immunity, /*int*/ new_immunity) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehiclePartStatus
|
|
||||||
*/
|
|
||||||
SqCore.On().VehiclePartStatus.Connect(function(/*SqVehicle*/ vehicle, /*int*/ part, /*int*/ old_status, /*int*/ new_status) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleTyreStatus
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleTyreStatus.Connect(function(/*SqVehicle*/ vehicle, /*int*/ tyre, /*int*/ old_status, /*int*/ new_status) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleDamageData
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleDamageData.Connect(function(/*SqVehicle*/ vehicle, /*int*/ old_data, /*int*/ new_data) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleRadio
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleRadio.Connect(function(/*SqVehicle*/ vehicle, /*int*/ old_radio, /*int*/ new_radio) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleHandlingRule
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleHandlingRule.Connect(function(/*SqVehicle*/ vehicle, /*int*/ rule, /*float*/ old_data, /*float*/ new_data) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleEnterArea
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleEnterArea.Connect(function(/*SqVehicle*/ vehicle, /*SqArea*/ area) {
|
|
||||||
|
|
||||||
});
|
|
||||||
/* --------------------------------------------------------------------------------------------------------------------
|
|
||||||
* Bind to global event: VehicleLeaveArea
|
|
||||||
*/
|
|
||||||
SqCore.On().VehicleLeaveArea.Connect(function(/*SqVehicle*/ vehicle, /*SqArea*/ area) {
|
|
||||||
|
|
||||||
});
|
|
Loading…
Reference in New Issue
Block a user