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

View File

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

View File

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

View File

@ -385,181 +385,176 @@ enum EventType
EVT_WORLDOPTION,
EVT_WORLDTOGGLE,
EVT_SCRIPTRELOAD,
EVT_LOGMESSAGE,
EVT_VMCLOSE,
EVT_COUNT
};
// ------------------------------------------------------------------------------------------------
using EBlipCreated = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPCREATED >;
using ECheckpointCreated = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTCREATED >;
using EKeybindCreated = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDCREATED >;
using EObjectCreated = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTCREATED >;
using EPickupCreated = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPCREATED >;
using EPlayerCreated = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERCREATED >;
using ESphereCreated = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHERECREATED >;
using ESpriteCreated = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITECREATED >;
using ETextdrawCreated = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWCREATED >;
using EVehicleCreated = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLECREATED >;
using EBlipCreated = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
using ECheckpointCreated = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
using EKeybindCreated = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
using EObjectCreated = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
using EPickupCreated = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
using EPlayerCreated = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
using ESphereCreated = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
using ESpriteCreated = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
using ETextdrawCreated = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
using EVehicleCreated = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */) >;
// ------------------------------------------------------------------------------------------------
using EBlipDestroyed = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPDESTROYED >;
using ECheckpointDestroyed = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTDESTROYED >;
using EKeybindDestroyed = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDDESTROYED >;
using EObjectDestroyed = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTDESTROYED >;
using EPickupDestroyed = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPDESTROYED >;
using EPlayerDestroyed = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERDESTROYED >;
using ESphereDestroyed = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHEREDESTROYED >;
using ESpriteDestroyed = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITEDESTROYED >;
using ETextdrawDestroyed = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWDESTROYED >;
using EVehicleDestroyed = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLEDESTROYED >;
using EBlipDestroyed = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
using ECheckpointDestroyed = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
using EKeybindDestroyed = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
using EObjectDestroyed = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
using EPickupDestroyed = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
using EPlayerDestroyed = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
using ESphereDestroyed = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
using ESpriteDestroyed = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
using ETextdrawDestroyed = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
using EVehicleDestroyed = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */) >;
// ------------------------------------------------------------------------------------------------
using EBlipCustom = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */), EVT_BLIPCUSTOM >;
using ECheckpointCustom = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */), EVT_CHECKPOINTCUSTOM >;
using EKeybindCustom = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */), EVT_KEYBINDCUSTOM >;
using EObjectCustom = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */), EVT_OBJECTCUSTOM >;
using EPickupCustom = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */), EVT_PICKUPCUSTOM >;
using EPlayerCustom = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */), EVT_PLAYERCUSTOM >;
using ESphereCustom = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */), EVT_SPHERECUSTOM >;
using ESpriteCustom = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */), EVT_SPRITECUSTOM >;
using ETextdrawCustom = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */), EVT_TEXTDRAWCUSTOM >;
using EVehicleCustom = Signal< void (SQInt32 /* vehicle */, SQInt32 /* header */, Object & /* payload */), EVT_VEHICLECUSTOM >;
using EBlipCustom = Signal< void (SQInt32 /* blip */, SQInt32 /* header */, Object & /* payload */) >;
using ECheckpointCustom = Signal< void (SQInt32 /* checkpoint */, SQInt32 /* header */, Object & /* payload */) >;
using EKeybindCustom = Signal< void (SQInt32 /* keybind */, SQInt32 /* header */, Object & /* payload */) >;
using EObjectCustom = Signal< void (SQInt32 /* object */, SQInt32 /* header */, Object & /* payload */) >;
using EPickupCustom = Signal< void (SQInt32 /* pickup */, SQInt32 /* header */, Object & /* payload */) >;
using EPlayerCustom = Signal< void (SQInt32 /* player */, SQInt32 /* header */, Object & /* payload */) >;
using ESphereCustom = Signal< void (SQInt32 /* sphere */, SQInt32 /* header */, Object & /* payload */) >;
using ESpriteCustom = Signal< void (SQInt32 /* sprite */, SQInt32 /* header */, Object & /* payload */) >;
using ETextdrawCustom = Signal< void (SQInt32 /* textdraw */, SQInt32 /* header */, Object & /* payload */) >;
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 EPlayerRename = Signal< void (SQInt32 /* player */, const SQChar * /* previous */, const SQChar * /* current */), EVT_PLAYERRENAME >;
using EPlayerGameKeys = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
using EPlayerRename = Signal< void (SQInt32 /* player */, const SQChar * /* previous */, const SQChar * /* current */) >;
// ------------------------------------------------------------------------------------------------
using EPlayerRequestClass = Signal< void (SQInt32 /* player */, SQInt32 /* offset */), EVT_PLAYERREQUESTCLASS >;
using EPlayerRequestSpawn = Signal< void (SQInt32 /* player */), EVT_PLAYERREQUESTSPAWN >;
using EPlayerRequestClass = Signal< void (SQInt32 /* player */, SQInt32 /* offset */) >;
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 EPlayerStopTyping = Signal< void (SQInt32 /* player */), EVT_PLAYERSTOPTYPING >;
using EPlayerStartTyping = Signal< void (SQInt32 /* player */) >;
using EPlayerStopTyping = Signal< void (SQInt32 /* player */) >;
// ------------------------------------------------------------------------------------------------
using EPlayerChat = Signal< void (SQInt32 /* player */, const SQChar * /* message */), EVT_PLAYERCHAT >;
using EPlayerCommand = Signal< void (SQInt32 /* player */, const SQChar * /* command */), EVT_PLAYERCOMMAND >;
using EPlayerMessage = Signal< void (SQInt32 /* player */, SQInt32 /* receiver */, const SQChar * /* message */), EVT_PLAYERMESSAGE >;
using EPlayerChat = Signal< void (SQInt32 /* player */, const SQChar * /* message */) >;
using EPlayerCommand = Signal< void (SQInt32 /* player */, const SQChar * /* command */) >;
using EPlayerMessage = Signal< void (SQInt32 /* player */, SQInt32 /* receiver */, const SQChar * /* message */) >;
// ------------------------------------------------------------------------------------------------
using EPlayerHealth = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */), EVT_PLAYERHEALTH >;
using EPlayerArmour = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */), EVT_PLAYERARMOUR >;
using EPlayerWeapon = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERWEAPON >;
using EPlayerMove = Signal< void (SQInt32 /* player */, const Vector3 & /* previous */, const Vector3 & /* current */), EVT_PLAYERMOVE >;
using EPlayerHealth = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */) >;
using EPlayerArmour = Signal< void (SQInt32 /* player */, SQFloat /* previous */, SQFloat /* current */) >;
using EPlayerWeapon = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
using EPlayerMove = Signal< void (SQInt32 /* player */, const Vector3 & /* previous */, const Vector3 & /* current */) >;
// ------------------------------------------------------------------------------------------------
using EPlayerWasted = Signal< void (SQInt32 /* player */, SQInt32 /* reason */), EVT_PLAYERWASTED >;
using EPlayerKilled = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */), EVT_PLAYERKILLED >;
using EPlayerTeamKill = Signal< void (SQInt32 /* player */, SQInt32 /* killer */, SQInt32 /* reason */, SQInt32 /* body_part */), EVT_PLAYERTEAMKILL >;
using EPlayerWasted = Signal< void (SQInt32 /* player */, SQInt32 /* reason */) >;
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 */) >;
// ------------------------------------------------------------------------------------------------
using EPlayerSpectate = Signal< void (SQInt32 /* player */, SQInt32 /* target */), EVT_PLAYERSPECTATE >;
using EPlayerCrashreport = Signal< void (SQInt32 /* player */, const SQChar * /* report */), EVT_PLAYERCRASHREPORT >;
using EPlayerSpectate = Signal< void (SQInt32 /* player */, SQInt32 /* target */) >;
using EPlayerCrashreport = Signal< void (SQInt32 /* player */, const SQChar * /* report */) >;
// ------------------------------------------------------------------------------------------------
using EPlayerBurning = Signal< void (SQInt32 /* player */, bool /* state */), EVT_PLAYERBURNING >;
using EPlayerCrouching = Signal< void (SQInt32 /* player */, bool /* state */), EVT_PLAYERCROUCHING >;
using EPlayerBurning = Signal< void (SQInt32 /* player */, bool /* state */) >;
using EPlayerCrouching = Signal< void (SQInt32 /* player */, bool /* state */) >;
// ------------------------------------------------------------------------------------------------
using EPlayerState = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERSTATE >;
using EPlayerAction = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */), EVT_PLAYERACTION >;
using EPlayerState = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
using EPlayerAction = Signal< void (SQInt32 /* player */, SQInt32 /* previous */, SQInt32 /* current */) >;
// ------------------------------------------------------------------------------------------------
using EStateNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATENONE >;
using EStateNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATENORMAL >;
using EStateShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATESHOOTING >;
using EStateDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEDRIVER >;
using EStatePassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEPASSENGER >;
using EStateEnterDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEENTERDRIVER >;
using EStateEnterPassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEENTERPASSENGER >;
using EStateExitVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEEXITVEHICLE >;
using EStateUnspawned = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_STATEUNSPAWNED >;
using EStateNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStatePassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateEnterDriver = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateEnterPassenger = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateExitVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EStateUnspawned = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
// ------------------------------------------------------------------------------------------------
using EActionNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONNONE >;
using EActionNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONNORMAL >;
using EActionAiming = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONAIMING >;
using EActionShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONSHOOTING >;
using EActionJumping = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONJUMPING >;
using EActionLieDown = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONLIEDOWN >;
using EActionGettingUp = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONGETTINGUP >;
using EActionJumpVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONJUMPVEHICLE >;
using EActionDriving = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDRIVING >;
using EActionDying = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDYING >;
using EActionWasted = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONWASTED >;
using EActionEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONEMBARKING >;
using EActionDisembarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */), EVT_ACTIONDISEMBARKING >;
using EActionNone = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionNormal = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionAiming = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionShooting = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionJumping = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionLieDown = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionGettingUp = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionJumpVehicle = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionDriving = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionDying = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionWasted = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionEmbarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
using EActionDisembarking = Signal< void (SQInt32 /* player */, SQInt32 /* previous */) >;
// ------------------------------------------------------------------------------------------------
using EVehicleRespawn = Signal< void (SQInt32 /* vehicle */), EVT_VEHICLERESPAWN >;
using EVehicleExplode = Signal< void (SQInt32 /* vehicle */), EVT_VEHICLEEXPLODE >;
using EVehicleRespawn = Signal< void (SQInt32 /* vehicle */) >;
using EVehicleExplode = Signal< void (SQInt32 /* vehicle */) >;
// ------------------------------------------------------------------------------------------------
using EVehicleHealth = Signal< void (SQInt32 /* vehicle */, SQFloat /* previous */, SQFloat /* current */), EVT_VEHICLEHEALTH >;
using EVehicleMove = Signal< void (SQInt32 /* vehicle */, const Vector3 & /* previous */, const Vector3 &/* current */), EVT_VEHICLEMOVE >;
using EVehicleHealth = Signal< void (SQInt32 /* vehicle */, SQFloat /* previous */, SQFloat /* current */) >;
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 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