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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2025-01-31 01:47:16 +01:00

Remove log messages from the event system and and remove the need for unique signatures in signals.

This commit is contained in:
Sandu Liviu Catalin 2015-11-08 07:47:50 +02:00
parent e1db16d3ec
commit 920d70185f
4 changed files with 104 additions and 117 deletions

View File

@ -1602,9 +1602,6 @@ void BasicEvent::Attach()
case EVT_SCRIPTRELOAD: case EVT_SCRIPTRELOAD:
_Core->ScriptReload.Connect< BasicEvent, &BasicEvent::ScriptReload >(this); _Core->ScriptReload.Connect< BasicEvent, &BasicEvent::ScriptReload >(this);
break; break;
case EVT_LOGMESSAGE:
_Core->LogMessage.Connect< BasicEvent, &BasicEvent::LogMessage >(this);
break;
default: default:
LogErr("Attempting to <attach> to an unknown event type: %d", _SCI32(m_Type)); LogErr("Attempting to <attach> to an unknown event type: %d", _SCI32(m_Type));
} }
@ -1924,9 +1921,6 @@ void BasicEvent::Detach()
case EVT_SCRIPTRELOAD: case EVT_SCRIPTRELOAD:
_Core->ScriptReload.Disconnect< BasicEvent, &BasicEvent::ScriptReload >(this); _Core->ScriptReload.Disconnect< BasicEvent, &BasicEvent::ScriptReload >(this);
break; break;
case EVT_LOGMESSAGE:
_Core->LogMessage.Disconnect< BasicEvent, &BasicEvent::LogMessage >(this);
break;
default: default:
LogErr("Attempting to <dettach> to an unknown event type: %d", _SCI32(m_Type)); LogErr("Attempting to <dettach> to an unknown event type: %d", _SCI32(m_Type));
} }

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@ -114,7 +114,6 @@ const SQChar * GetEventName(SQInt32 type)
case EVT_WORLDOPTION: return _SC("World Option"); case EVT_WORLDOPTION: return _SC("World Option");
case EVT_WORLDTOGGLE: return _SC("World Toggle"); case EVT_WORLDTOGGLE: return _SC("World Toggle");
case EVT_SCRIPTRELOAD: return _SC("Script Reload"); case EVT_SCRIPTRELOAD: return _SC("Script Reload");
case EVT_LOGMESSAGE: return _SC("Log Message");
default: return _SC("Unknown"); default: return _SC("Unknown");
} }

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@ -152,7 +152,6 @@ bool Register_Constants(HSQUIRRELVM vm)
.Const(_SC("WORLDOPTION"), EVT_WORLDOPTION) .Const(_SC("WORLDOPTION"), EVT_WORLDOPTION)
.Const(_SC("WORLDTOGGLE"), EVT_WORLDTOGGLE) .Const(_SC("WORLDTOGGLE"), EVT_WORLDTOGGLE)
.Const(_SC("SCRIPTRELOAD"), EVT_SCRIPTRELOAD) .Const(_SC("SCRIPTRELOAD"), EVT_SCRIPTRELOAD)
.Const(_SC("LOGMESSAGE"), EVT_LOGMESSAGE)
.Const(_SC("COUNT"), EVT_COUNT) .Const(_SC("COUNT"), EVT_COUNT)
); );

View File

@ -385,181 +385,176 @@ enum EventType
EVT_WORLDOPTION, EVT_WORLDOPTION,
EVT_WORLDTOGGLE, EVT_WORLDTOGGLE,
EVT_SCRIPTRELOAD, EVT_SCRIPTRELOAD,
EVT_LOGMESSAGE,
EVT_VMCLOSE,
EVT_COUNT EVT_COUNT
}; };
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EBlipCreated = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPCREATED >; using EBlipCreated = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
using ECheckpointCreated = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTCREATED >; using ECheckpointCreated = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
using EKeybindCreated = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDCREATED >; using EKeybindCreated = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
using EObjectCreated = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTCREATED >; using EObjectCreated = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
using EPickupCreated = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPCREATED >; using EPickupCreated = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
using EPlayerCreated = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERCREATED >; using EPlayerCreated = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
using ESphereCreated = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHERECREATED >; using ESphereCreated = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
using ESpriteCreated = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITECREATED >; using ESpriteCreated = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
using ETextdrawCreated = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWCREATED >; using ETextdrawCreated = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
using EVehicleCreated = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLECREATED >; using EVehicleCreated = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EBlipDestroyed = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPDESTROYED >; using EBlipDestroyed = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
using ECheckpointDestroyed = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTDESTROYED >; using ECheckpointDestroyed = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
using EKeybindDestroyed = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDDESTROYED >; using EKeybindDestroyed = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
using EObjectDestroyed = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTDESTROYED >; using EObjectDestroyed = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
using EPickupDestroyed = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPDESTROYED >; using EPickupDestroyed = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
using EPlayerDestroyed = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERDESTROYED >; using EPlayerDestroyed = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
using ESphereDestroyed = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHEREDESTROYED >; using ESphereDestroyed = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
using ESpriteDestroyed = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITEDESTROYED >; using ESpriteDestroyed = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
using ETextdrawDestroyed = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWDESTROYED >; using ETextdrawDestroyed = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
using EVehicleDestroyed = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLEDESTROYED >; using EVehicleDestroyed = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EBlipCustom = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPCUSTOM >; using EBlipCustom = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
using ECheckpointCustom = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTCUSTOM >; using ECheckpointCustom = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
using EKeybindCustom = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDCUSTOM >; using EKeybindCustom = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
using EObjectCustom = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTCUSTOM >; using EObjectCustom = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
using EPickupCustom = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPCUSTOM >; using EPickupCustom = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
using EPlayerCustom = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERCUSTOM >; using EPlayerCustom = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
using ESphereCustom = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHERECUSTOM >; using ESphereCustom = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
using ESpriteCustom = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITECUSTOM >; using ESpriteCustom = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
using ETextdrawCustom = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWCUSTOM >; using ETextdrawCustom = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
using EVehicleCustom = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLECUSTOM >; using EVehicleCustom = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerAway = Signal< void (SQInt32 /* player */, bool /* status */), EVT_PLAYERAWAY >; using EPlayerAway = Signal< void (SQInt32 /* player */, bool /* status */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerGameKeys = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERGAMEKEYS >; using EPlayerGameKeys = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
using EPlayerRename = Signal< void (SQInt32 /* player */, const SQChar * /* previous */, const SQChar * /* current */), EVT_PLAYERRENAME >; using EPlayerRename = Signal< void (SQInt32 /* player */, const SQChar * /* previous */, const SQChar * /* current */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerRequestClass = Signal< void (SQInt32 /* player */, SQInt32 /* offset */), EVT_PLAYERREQUESTCLASS >; using EPlayerRequestClass = Signal< void (SQInt32 /* player */, SQInt32 /* offset */) >;
using EPlayerRequestSpawn = Signal< void (SQInt32 /* player */), EVT_PLAYERREQUESTSPAWN >; using EPlayerRequestSpawn = Signal< void (SQInt32 /* player */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerSpawn = Signal< void (SQInt32 /* player */), EVT_PLAYERSPAWN >; using EPlayerSpawn = Signal< void (SQInt32 /* player */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerStartTyping = Signal< void (SQInt32 /* player */), EVT_PLAYERSTARTTYPING >; using EPlayerStartTyping = Signal< void (SQInt32 /* player */) >;
using EPlayerStopTyping = Signal< void (SQInt32 /* player */), EVT_PLAYERSTOPTYPING >; using EPlayerStopTyping = Signal< void (SQInt32 /* player */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerChat = Signal< void (SQInt32 /* player */, const SQChar * /* message */), EVT_PLAYERCHAT >; using EPlayerChat = Signal< void (SQInt32 /* player */, const SQChar * /* message */) >;
using EPlayerCommand = Signal< void (SQInt32 /* player */, const SQChar * /* command */), EVT_PLAYERCOMMAND >; using EPlayerCommand = Signal< void (SQInt32 /* player */, const SQChar * /* command */) >;
using EPlayerMessage = Signal< void (SQInt32 /* player */, SQInt32 /* receiver */, const SQChar * /* message */), EVT_PLAYERMESSAGE >; using EPlayerMessage = Signal< void (SQInt32 /* player */, SQInt32 /* receiver */, const SQChar * /* message */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerHealth = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */), EVT_PLAYERHEALTH >; using EPlayerHealth = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */) >;
using EPlayerArmour = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */), EVT_PLAYERARMOUR >; using EPlayerArmour = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */) >;
using EPlayerWeapon = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERWEAPON >; using EPlayerWeapon = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
using EPlayerMove = Signal< void (SQInt32 /* player */, const Vector3 & /* previous */, const Vector3 & /* current */), EVT_PLAYERMOVE >; using EPlayerMove = Signal< void (SQInt32 /* player */, const Vector3 & /* previous */, const Vector3 & /* current */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerWasted = Signal< void (SQInt32 /* player */, SQInt32 /* reason */), EVT_PLAYERWASTED >; using EPlayerWasted = Signal< void (SQInt32 /* player */, SQInt32 /* reason */) >;
using EPlayerKilled = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */), EVT_PLAYERKILLED >; using EPlayerKilled = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */) >;
using EPlayerTeamKill = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */), EVT_PLAYERTEAMKILL >; using EPlayerTeamKill = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerSpectate = Signal< void (SQInt32 /* player */, SQInt32 /* target */), EVT_PLAYERSPECTATE >; using EPlayerSpectate = Signal< void (SQInt32 /* player */, SQInt32 /* target */) >;
using EPlayerCrashreport = Signal< void (SQInt32 /* player */, const SQChar * /* report */), EVT_PLAYERCRASHREPORT >; using EPlayerCrashreport = Signal< void (SQInt32 /* player */, const SQChar * /* report */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerBurning = Signal< void (SQInt32 /* player */, bool /* state */), EVT_PLAYERBURNING >; using EPlayerBurning = Signal< void (SQInt32 /* player */, bool /* state */) >;
using EPlayerCrouching = Signal< void (SQInt32 /* player */, bool /* state */), EVT_PLAYERCROUCHING >; using EPlayerCrouching = Signal< void (SQInt32 /* player */, bool /* state */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPlayerState = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERSTATE >; using EPlayerState = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
using EPlayerAction = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERACTION >; using EPlayerAction = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EStateNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATENONE >; using EStateNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATENORMAL >; using EStateNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATESHOOTING >; using EStateShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEDRIVER >; using EStateDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStatePassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEPASSENGER >; using EStatePassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateEnterDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEENTERDRIVER >; using EStateEnterDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateEnterPassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEENTERPASSENGER >; using EStateEnterPassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateExitVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEEXITVEHICLE >; using EStateExitVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateUnspawned = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEUNSPAWNED >; using EStateUnspawned = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EActionNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONNONE >; using EActionNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONNORMAL >; using EActionNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionAiming = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONAIMING >; using EActionAiming = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONSHOOTING >; using EActionShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionJumping = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONJUMPING >; using EActionJumping = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionLieDown = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONLIEDOWN >; using EActionLieDown = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionGettingUp = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONGETTINGUP >; using EActionGettingUp = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionJumpVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONJUMPVEHICLE >; using EActionJumpVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionDriving = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDRIVING >; using EActionDriving = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionDying = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDYING >; using EActionDying = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionWasted = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONWASTED >; using EActionWasted = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONEMBARKING >; using EActionEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionDisembarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDISEMBARKING >; using EActionDisembarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EVehicleRespawn = Signal< void (SQInt32 /* vehicle */), EVT_VEHICLERESPAWN >; using EVehicleRespawn = Signal< void (SQInt32 /* vehicle */) >;
using EVehicleExplode = Signal< void (SQInt32 /* vehicle */), EVT_VEHICLEEXPLODE >; using EVehicleExplode = Signal< void (SQInt32 /* vehicle */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EVehicleHealth = Signal< void (SQInt32 /* vehicle */, SQFloat /* previous */, SQFloat /* current */), EVT_VEHICLEHEALTH >; using EVehicleHealth = Signal< void (SQInt32 /* vehicle */, SQFloat /* previous */, SQFloat /* current */) >;
using EVehicleMove = Signal< void (SQInt32 /* vehicle */, const Vector3 & /* previous */, const Vector3 &/* current */), EVT_VEHICLEMOVE >; using EVehicleMove = Signal< void (SQInt32 /* vehicle */, const Vector3 & /* previous */, const Vector3 &/* current */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPickupRespawn = Signal< void (SQInt32 /* pickup */), EVT_PICKUPRESPAWN >; using EPickupRespawn = Signal< void (SQInt32 /* pickup */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EKeybindKeyPress = Signal< void (SQInt32 /* player */, SQInt32 /* keybind */), EVT_KEYBINDKEYPRESS >; using EKeybindKeyPress = Signal< void (SQInt32 /* player */, SQInt32 /* keybind */) >;
using EKeybindKeyRelease = Signal< void (SQInt32 /* player */, SQInt32 /* keybind */), EVT_KEYBINDKEYRELEASE >; using EKeybindKeyRelease = Signal< void (SQInt32 /* player */, SQInt32 /* keybind */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EVehicleEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */, SQInt32 /* slot */), EVT_VEHICLEEMBARKING >; using EVehicleEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */, SQInt32 /* slot */) >;
using EVehicleEmbarked = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */, SQInt32 /* slot */), EVT_VEHICLEEMBARKED >; using EVehicleEmbarked = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */, SQInt32 /* slot */) >;
using EVehicleDisembark = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */), EVT_VEHICLEDISEMBARK >; using EVehicleDisembark = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EPickupClaimed = Signal< void (SQInt32 /* player */, SQInt32 /* pickup */), EVT_PICKUPCLAIMED >; using EPickupClaimed = Signal< void (SQInt32 /* player */, SQInt32 /* pickup */) >;
using EPickupCollected = Signal< void (SQInt32 /* player */, SQInt32 /* pickup */), EVT_PICKUPCOLLECTED >; using EPickupCollected = Signal< void (SQInt32 /* player */, SQInt32 /* pickup */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EObjectShot = Signal< void (SQInt32 /* player */, SQInt32 /* object */, SQInt32 /* weapon */), EVT_OBJECTSHOT >; using EObjectShot = Signal< void (SQInt32 /* player */, SQInt32 /* object */, SQInt32 /* weapon */) >;
using EObjectBump = Signal< void (SQInt32 /* player */, SQInt32 /* object */), EVT_OBJECTBUMP >; using EObjectBump = Signal< void (SQInt32 /* player */, SQInt32 /* object */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using ECheckpointEntered = Signal< void (SQInt32 /* player */, SQInt32 /* checkpoint */), EVT_CHECKPOINTENTERED >; using ECheckpointEntered = Signal< void (SQInt32 /* player */, SQInt32 /* checkpoint */) >;
using ECheckpointExited = Signal< void (SQInt32 /* player */, SQInt32 /* checkpoint */), EVT_CHECKPOINTEXITED >; using ECheckpointExited = Signal< void (SQInt32 /* player */, SQInt32 /* checkpoint */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using ESphereEntered = Signal< void (SQInt32 /* player */, SQInt32 /* sphere */), EVT_SPHEREENTERED >; using ESphereEntered = Signal< void (SQInt32 /* player */, SQInt32 /* sphere */) >;
using ESphereExited = Signal< void (SQInt32 /* player */, SQInt32 /* sphere */), EVT_SPHEREEXITED >; using ESphereExited = Signal< void (SQInt32 /* player */, SQInt32 /* sphere */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EServerFrame = Signal< void (SQFloat /* delta */), EVT_SERVERFRAME >; using EServerFrame = Signal< void (SQFloat /* delta */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EServerStartup = Signal< void (void), EVT_SERVERSTARTUP >; using EServerStartup = Signal< void (void) >;
using EServerShutdown = Signal< void (void), EVT_SERVERSHUTDOWN >; using EServerShutdown = Signal< void (void) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EInternalCommand = Signal< void (SQInt32 /* type */, const SQChar * /* text */), EVT_INTERNALCOMMAND >; using EInternalCommand = Signal< void (SQInt32 /* type */, const SQChar * /* text */) >;
using ELoginAttempt = Signal< void (const SQChar * /* name */, const SQChar * /* pass */, const SQChar * /* addr */), EVT_LOGINATTEMPT >; using ELoginAttempt = Signal< void (const SQChar * /* name */, const SQChar * /* pass */, const SQChar * /* addr */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using ECustomEvent = Signal< void (SQInt32 /* group */, SQInt32 /* header */, Object & /* payload */), EVT_CUSTOMEVENT >; using ECustomEvent = Signal< void (SQInt32 /* group */, SQInt32 /* header */, Object & /* payload */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EWorldOption = Signal< void (SQInt32 /* option */, Object & /* value */), EVT_WORLDOPTION >; using EWorldOption = Signal< void (SQInt32 /* option */, Object & /* value */) >;
using EWorldToggle = Signal< void (SQInt32 /* option */, bool /* value */), EVT_WORLDTOGGLE >; using EWorldToggle = Signal< void (SQInt32 /* option */, bool /* value */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using EScriptReload = Signal< void (SQInt32 /* header */, Object & /* payload */), EVT_SCRIPTRELOAD >; using EScriptReload = Signal< void (SQInt32 /* header */, Object & /* payload */) >;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
using ELogMessage = Signal< void (SQInt32 /* type */, const SQChar * /* message */), EVT_LOGMESSAGE >; using EVMClose = Signal< void (void) >;
// ------------------------------------------------------------------------------------------------
using EVMClose = Signal< void (void), EVT_VMCLOSE >;
} // Namespace:: SqMod } // Namespace:: SqMod