mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 00:37:15 +01:00
Remove log messages from the event system and and remove the need for unique signatures in signals.
This commit is contained in:
parent
e1db16d3ec
commit
920d70185f
@ -1602,9 +1602,6 @@ void BasicEvent::Attach()
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case EVT_SCRIPTRELOAD:
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_Core->ScriptReload.Connect< BasicEvent, &BasicEvent::ScriptReload >(this);
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break;
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case EVT_LOGMESSAGE:
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_Core->LogMessage.Connect< BasicEvent, &BasicEvent::LogMessage >(this);
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break;
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default:
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LogErr("Attempting to <attach> to an unknown event type: %d", _SCI32(m_Type));
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}
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@ -1924,9 +1921,6 @@ void BasicEvent::Detach()
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case EVT_SCRIPTRELOAD:
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_Core->ScriptReload.Disconnect< BasicEvent, &BasicEvent::ScriptReload >(this);
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break;
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case EVT_LOGMESSAGE:
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_Core->LogMessage.Disconnect< BasicEvent, &BasicEvent::LogMessage >(this);
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break;
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default:
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LogErr("Attempting to <dettach> to an unknown event type: %d", _SCI32(m_Type));
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}
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@ -114,7 +114,6 @@ const SQChar * GetEventName(SQInt32 type)
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case EVT_WORLDOPTION: return _SC("World Option");
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case EVT_WORLDTOGGLE: return _SC("World Toggle");
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case EVT_SCRIPTRELOAD: return _SC("Script Reload");
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case EVT_LOGMESSAGE: return _SC("Log Message");
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default: return _SC("Unknown");
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}
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@ -152,7 +152,6 @@ bool Register_Constants(HSQUIRRELVM vm)
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.Const(_SC("WORLDOPTION"), EVT_WORLDOPTION)
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.Const(_SC("WORLDTOGGLE"), EVT_WORLDTOGGLE)
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.Const(_SC("SCRIPTRELOAD"), EVT_SCRIPTRELOAD)
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.Const(_SC("LOGMESSAGE"), EVT_LOGMESSAGE)
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.Const(_SC("COUNT"), EVT_COUNT)
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);
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@ -385,181 +385,176 @@ enum EventType
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EVT_WORLDOPTION,
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EVT_WORLDTOGGLE,
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EVT_SCRIPTRELOAD,
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EVT_LOGMESSAGE,
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EVT_VMCLOSE,
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EVT_COUNT
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};
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// ------------------------------------------------------------------------------------------------
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using EBlipCreated = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPCREATED >;
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using ECheckpointCreated = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTCREATED >;
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using EKeybindCreated = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDCREATED >;
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using EObjectCreated = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTCREATED >;
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using EPickupCreated = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPCREATED >;
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using EPlayerCreated = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERCREATED >;
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using ESphereCreated = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHERECREATED >;
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using ESpriteCreated = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITECREATED >;
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using ETextdrawCreated = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWCREATED >;
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using EVehicleCreated = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLECREATED >;
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using EBlipCreated = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
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using ECheckpointCreated = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
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using EKeybindCreated = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
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using EObjectCreated = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
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using EPickupCreated = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
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using EPlayerCreated = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
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using ESphereCreated = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
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using ESpriteCreated = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
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using ETextdrawCreated = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
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using EVehicleCreated = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */) >;
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// ------------------------------------------------------------------------------------------------
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using EBlipDestroyed = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPDESTROYED >;
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using ECheckpointDestroyed = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTDESTROYED >;
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using EKeybindDestroyed = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDDESTROYED >;
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using EObjectDestroyed = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTDESTROYED >;
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using EPickupDestroyed = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPDESTROYED >;
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using EPlayerDestroyed = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERDESTROYED >;
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using ESphereDestroyed = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHEREDESTROYED >;
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using ESpriteDestroyed = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITEDESTROYED >;
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using ETextdrawDestroyed = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWDESTROYED >;
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using EVehicleDestroyed = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLEDESTROYED >;
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using EBlipDestroyed = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
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using ECheckpointDestroyed = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
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using EKeybindDestroyed = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
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using EObjectDestroyed = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
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using EPickupDestroyed = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
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using EPlayerDestroyed = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
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using ESphereDestroyed = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
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using ESpriteDestroyed = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
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using ETextdrawDestroyed = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
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using EVehicleDestroyed = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */) >;
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// ------------------------------------------------------------------------------------------------
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using EBlipCustom = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPCUSTOM >;
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using ECheckpointCustom = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTCUSTOM >;
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using EKeybindCustom = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDCUSTOM >;
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using EObjectCustom = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTCUSTOM >;
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using EPickupCustom = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPCUSTOM >;
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using EPlayerCustom = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERCUSTOM >;
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using ESphereCustom = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHERECUSTOM >;
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using ESpriteCustom = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITECUSTOM >;
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using ETextdrawCustom = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWCUSTOM >;
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using EVehicleCustom = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLECUSTOM >;
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using EBlipCustom = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
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using ECheckpointCustom = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
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using EKeybindCustom = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
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using EObjectCustom = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
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using EPickupCustom = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
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using EPlayerCustom = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
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using ESphereCustom = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
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using ESpriteCustom = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
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using ETextdrawCustom = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
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using EVehicleCustom = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerAway = Signal< void (SQInt32 /* player */, bool /* status */), EVT_PLAYERAWAY >;
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using EPlayerAway = Signal< void (SQInt32 /* player */, bool /* status */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerGameKeys = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERGAMEKEYS >;
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using EPlayerRename = Signal< void (SQInt32 /* player */, const SQChar * /* previous */, const SQChar * /* current */), EVT_PLAYERRENAME >;
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using EPlayerGameKeys = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
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using EPlayerRename = Signal< void (SQInt32 /* player */, const SQChar * /* previous */, const SQChar * /* current */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerRequestClass = Signal< void (SQInt32 /* player */, SQInt32 /* offset */), EVT_PLAYERREQUESTCLASS >;
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using EPlayerRequestSpawn = Signal< void (SQInt32 /* player */), EVT_PLAYERREQUESTSPAWN >;
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using EPlayerRequestClass = Signal< void (SQInt32 /* player */, SQInt32 /* offset */) >;
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using EPlayerRequestSpawn = Signal< void (SQInt32 /* player */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerSpawn = Signal< void (SQInt32 /* player */), EVT_PLAYERSPAWN >;
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using EPlayerSpawn = Signal< void (SQInt32 /* player */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerStartTyping = Signal< void (SQInt32 /* player */), EVT_PLAYERSTARTTYPING >;
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using EPlayerStopTyping = Signal< void (SQInt32 /* player */), EVT_PLAYERSTOPTYPING >;
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using EPlayerStartTyping = Signal< void (SQInt32 /* player */) >;
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using EPlayerStopTyping = Signal< void (SQInt32 /* player */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerChat = Signal< void (SQInt32 /* player */, const SQChar * /* message */), EVT_PLAYERCHAT >;
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using EPlayerCommand = Signal< void (SQInt32 /* player */, const SQChar * /* command */), EVT_PLAYERCOMMAND >;
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using EPlayerMessage = Signal< void (SQInt32 /* player */, SQInt32 /* receiver */, const SQChar * /* message */), EVT_PLAYERMESSAGE >;
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using EPlayerChat = Signal< void (SQInt32 /* player */, const SQChar * /* message */) >;
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using EPlayerCommand = Signal< void (SQInt32 /* player */, const SQChar * /* command */) >;
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using EPlayerMessage = Signal< void (SQInt32 /* player */, SQInt32 /* receiver */, const SQChar * /* message */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerHealth = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */), EVT_PLAYERHEALTH >;
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using EPlayerArmour = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */), EVT_PLAYERARMOUR >;
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using EPlayerWeapon = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERWEAPON >;
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using EPlayerMove = Signal< void (SQInt32 /* player */, const Vector3 & /* previous */, const Vector3 & /* current */), EVT_PLAYERMOVE >;
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using EPlayerHealth = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */) >;
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using EPlayerArmour = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */) >;
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using EPlayerWeapon = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
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using EPlayerMove = Signal< void (SQInt32 /* player */, const Vector3 & /* previous */, const Vector3 & /* current */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerWasted = Signal< void (SQInt32 /* player */, SQInt32 /* reason */), EVT_PLAYERWASTED >;
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using EPlayerKilled = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */), EVT_PLAYERKILLED >;
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using EPlayerTeamKill = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */), EVT_PLAYERTEAMKILL >;
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using EPlayerWasted = Signal< void (SQInt32 /* player */, SQInt32 /* reason */) >;
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using EPlayerKilled = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */) >;
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using EPlayerTeamKill = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerSpectate = Signal< void (SQInt32 /* player */, SQInt32 /* target */), EVT_PLAYERSPECTATE >;
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using EPlayerCrashreport = Signal< void (SQInt32 /* player */, const SQChar * /* report */), EVT_PLAYERCRASHREPORT >;
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using EPlayerSpectate = Signal< void (SQInt32 /* player */, SQInt32 /* target */) >;
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using EPlayerCrashreport = Signal< void (SQInt32 /* player */, const SQChar * /* report */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerBurning = Signal< void (SQInt32 /* player */, bool /* state */), EVT_PLAYERBURNING >;
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using EPlayerCrouching = Signal< void (SQInt32 /* player */, bool /* state */), EVT_PLAYERCROUCHING >;
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using EPlayerBurning = Signal< void (SQInt32 /* player */, bool /* state */) >;
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using EPlayerCrouching = Signal< void (SQInt32 /* player */, bool /* state */) >;
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// ------------------------------------------------------------------------------------------------
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using EPlayerState = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERSTATE >;
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using EPlayerAction = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERACTION >;
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using EPlayerState = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
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using EPlayerAction = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
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// ------------------------------------------------------------------------------------------------
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using EStateNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATENONE >;
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using EStateNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATENORMAL >;
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using EStateShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATESHOOTING >;
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using EStateDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEDRIVER >;
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using EStatePassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEPASSENGER >;
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using EStateEnterDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEENTERDRIVER >;
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using EStateEnterPassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEENTERPASSENGER >;
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using EStateExitVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEEXITVEHICLE >;
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using EStateUnspawned = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEUNSPAWNED >;
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using EStateNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EStateNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EStateShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EStateDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EStatePassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EStateEnterDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EStateEnterPassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EStateExitVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EStateUnspawned = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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// ------------------------------------------------------------------------------------------------
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using EActionNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONNONE >;
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using EActionNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONNORMAL >;
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using EActionAiming = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONAIMING >;
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using EActionShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONSHOOTING >;
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using EActionJumping = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONJUMPING >;
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using EActionLieDown = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONLIEDOWN >;
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using EActionGettingUp = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONGETTINGUP >;
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using EActionJumpVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONJUMPVEHICLE >;
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using EActionDriving = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDRIVING >;
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using EActionDying = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDYING >;
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using EActionWasted = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONWASTED >;
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using EActionEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONEMBARKING >;
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using EActionDisembarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDISEMBARKING >;
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using EActionNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionAiming = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionJumping = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionLieDown = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionGettingUp = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionJumpVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionDriving = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionDying = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionWasted = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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using EActionDisembarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
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// ------------------------------------------------------------------------------------------------
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using EVehicleRespawn = Signal< void (SQInt32 /* vehicle */), EVT_VEHICLERESPAWN >;
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using EVehicleExplode = Signal< void (SQInt32 /* vehicle */), EVT_VEHICLEEXPLODE >;
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using EVehicleRespawn = Signal< void (SQInt32 /* vehicle */) >;
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using EVehicleExplode = Signal< void (SQInt32 /* vehicle */) >;
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// ------------------------------------------------------------------------------------------------
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using EVehicleHealth = Signal< void (SQInt32 /* vehicle */, SQFloat /* previous */, SQFloat /* current */), EVT_VEHICLEHEALTH >;
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using EVehicleMove = Signal< void (SQInt32 /* vehicle */, const Vector3 & /* previous */, const Vector3 &/* current */), EVT_VEHICLEMOVE >;
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using EVehicleHealth = Signal< void (SQInt32 /* vehicle */, SQFloat /* previous */, SQFloat /* current */) >;
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using EVehicleMove = Signal< void (SQInt32 /* vehicle */, const Vector3 & /* previous */, const Vector3 &/* current */) >;
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// ------------------------------------------------------------------------------------------------
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using EPickupRespawn = Signal< void (SQInt32 /* pickup */), EVT_PICKUPRESPAWN >;
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using EPickupRespawn = Signal< void (SQInt32 /* pickup */) >;
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// ------------------------------------------------------------------------------------------------
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using EKeybindKeyPress = Signal< void (SQInt32 /* player */, SQInt32 /* keybind */), EVT_KEYBINDKEYPRESS >;
|
||||
using EKeybindKeyRelease = Signal< void (SQInt32 /* player */, SQInt32 /* keybind */), EVT_KEYBINDKEYRELEASE >;
|
||||
using EKeybindKeyPress = Signal< void (SQInt32 /* player */, SQInt32 /* keybind */) >;
|
||||
using EKeybindKeyRelease = Signal< void (SQInt32 /* player */, SQInt32 /* keybind */) >;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
using EVehicleEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */, SQInt32 /* slot */), EVT_VEHICLEEMBARKING >;
|
||||
using EVehicleEmbarked = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */, SQInt32 /* slot */), EVT_VEHICLEEMBARKED >;
|
||||
using EVehicleDisembark = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */), EVT_VEHICLEDISEMBARK >;
|
||||
using EVehicleEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */, SQInt32 /* slot */) >;
|
||||
using EVehicleEmbarked = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */, SQInt32 /* slot */) >;
|
||||
using EVehicleDisembark = Signal< void (SQInt32 /* player */, SQInt32 /* vehicle */) >;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
using EPickupClaimed = Signal< void (SQInt32 /* player */, SQInt32 /* pickup */), EVT_PICKUPCLAIMED >;
|
||||
using EPickupCollected = Signal< void (SQInt32 /* player */, SQInt32 /* pickup */), EVT_PICKUPCOLLECTED >;
|
||||
using EPickupClaimed = Signal< void (SQInt32 /* player */, SQInt32 /* pickup */) >;
|
||||
using EPickupCollected = Signal< void (SQInt32 /* player */, SQInt32 /* pickup */) >;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
using EObjectShot = Signal< void (SQInt32 /* player */, SQInt32 /* object */, SQInt32 /* weapon */), EVT_OBJECTSHOT >;
|
||||
using EObjectBump = Signal< void (SQInt32 /* player */, SQInt32 /* object */), EVT_OBJECTBUMP >;
|
||||
using EObjectShot = Signal< void (SQInt32 /* player */, SQInt32 /* object */, SQInt32 /* weapon */) >;
|
||||
using EObjectBump = Signal< void (SQInt32 /* player */, SQInt32 /* object */) >;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
using ECheckpointEntered = Signal< void (SQInt32 /* player */, SQInt32 /* checkpoint */), EVT_CHECKPOINTENTERED >;
|
||||
using ECheckpointExited = Signal< void (SQInt32 /* player */, SQInt32 /* checkpoint */), EVT_CHECKPOINTEXITED >;
|
||||
using ECheckpointEntered = Signal< void (SQInt32 /* player */, SQInt32 /* checkpoint */) >;
|
||||
using ECheckpointExited = Signal< void (SQInt32 /* player */, SQInt32 /* checkpoint */) >;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
using ESphereEntered = Signal< void (SQInt32 /* player */, SQInt32 /* sphere */), EVT_SPHEREENTERED >;
|
||||
using ESphereExited = Signal< void (SQInt32 /* player */, SQInt32 /* sphere */), EVT_SPHEREEXITED >;
|
||||
using ESphereEntered = Signal< void (SQInt32 /* player */, SQInt32 /* sphere */) >;
|
||||
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 EServerShutdown = Signal< void (void), EVT_SERVERSHUTDOWN >;
|
||||
using EServerStartup = Signal< void (void) >;
|
||||
using EServerShutdown = Signal< void (void) >;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
using EInternalCommand = Signal< void (SQInt32 /* type */, const SQChar * /* text */), EVT_INTERNALCOMMAND >;
|
||||
using ELoginAttempt = Signal< void (const SQChar * /* name */, const SQChar * /* pass */, const SQChar * /* addr */), EVT_LOGINATTEMPT >;
|
||||
using EInternalCommand = Signal< void (SQInt32 /* type */, const SQChar * /* text */) >;
|
||||
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 EWorldToggle = Signal< void (SQInt32 /* option */, bool /* value */), EVT_WORLDTOGGLE >;
|
||||
using EWorldOption = Signal< void (SQInt32 /* option */, Object & /* value */) >;
|
||||
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), EVT_VMCLOSE >;
|
||||
using EVMClose = Signal< void (void) >;
|
||||
|
||||
} // Namespace:: SqMod
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user