#include "Event/Basic.hpp" #include "Register.hpp" #include "Entity.hpp" #include "Core.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ BasicEvent::BasicEvent() noexcept : BasicEvent(EVT_UNKNOWN, false) { } // ------------------------------------------------------------------------------------------------ BasicEvent::BasicEvent(SQInt32 type) noexcept : BasicEvent(type, false) { } // ------------------------------------------------------------------------------------------------ BasicEvent::BasicEvent(SQInt32 type, bool suspended) noexcept : m_Type(static_cast(type)) , m_Stride(0) , m_Ignore(0) , m_Primary(SQMOD_UNKNOWN) , m_Secondary(SQMOD_UNKNOWN) , m_Idle() , m_OnTrigger() , m_Tag() , m_Data() , m_Suspended(suspended) { // Attach to the specified event signal Attach(); // Receive notification when the VM is about to be closed to release object references _Core->VMClose.Connect< BasicEvent, &BasicEvent::VMClose >(this); } // ------------------------------------------------------------------------------------------------ BasicEvent::~BasicEvent() { // Detach from the specified event signal Detach(); // Stop receiving notification when the VM is about to be closed _Core->VMClose.Disconnect< BasicEvent, &BasicEvent::VMClose >(this); } // ------------------------------------------------------------------------------------------------ bool BasicEvent::operator == (const BasicEvent & o) const noexcept { return (m_Type == o.m_Type); } // ------------------------------------------------------------------------------------------------ bool BasicEvent::operator != (const BasicEvent & o) const noexcept { return (m_Type != o.m_Type); } // ------------------------------------------------------------------------------------------------ bool BasicEvent::operator < (const BasicEvent & o) const noexcept { return (m_Type < o.m_Type); } // ------------------------------------------------------------------------------------------------ bool BasicEvent::operator > (const BasicEvent & o) const noexcept { return (m_Type > o.m_Type); } // ------------------------------------------------------------------------------------------------ bool BasicEvent::operator <= (const BasicEvent & o) const noexcept { return (m_Type <= o.m_Type); } // ------------------------------------------------------------------------------------------------ bool BasicEvent::operator >= (const BasicEvent & o) const noexcept { return (m_Type >= o.m_Type); } // ------------------------------------------------------------------------------------------------ void BasicEvent::VMClose() noexcept { // Release the reference to the specified callbacks m_OnTrigger.Release2(); // Release the reference to the specified user data m_Data.Release(); } // ------------------------------------------------------------------------------------------------ SQInt32 BasicEvent::Cmp(const BasicEvent & o) const noexcept { if (m_Type == o.m_Type) { return 0; } else if (m_Type > o.m_Type) { return 1; } else { return -1; } } // ------------------------------------------------------------------------------------------------ const SQChar * BasicEvent::GetName() const noexcept { return GetEventName(m_Type); } // ------------------------------------------------------------------------------------------------ const SQChar * BasicEvent::GetTag() const noexcept { return m_Tag.c_str(); } void BasicEvent::SetTag(const SQChar * tag) noexcept { m_Tag = tag; } // ------------------------------------------------------------------------------------------------ SqObj & BasicEvent::GetData() noexcept { return m_Data; } void BasicEvent::SetData(SqObj & data) noexcept { m_Data = data; } // ------------------------------------------------------------------------------------------------ SQInt32 BasicEvent::GetType() const noexcept { return m_Type; } void BasicEvent::SetType(SQInt32 type) noexcept { // Make sure the newly specified event is valid if (type == EVT_UNKNOWN || type >= EVT_COUNT) { LogErr("Cannot change the event to an incompatible type: %s", GetEventName(type)); } else { // Detach from the current event type Detach(); // Set the new event type m_Type = type; // Attach to the new event type Attach(); } } // ------------------------------------------------------------------------------------------------ SQInteger BasicEvent::GetIdle() const noexcept { return _SCSQI(std::chrono::duration_cast(m_Idle - std::chrono::steady_clock::now()).count()); } void BasicEvent::SetIdle(SQInteger millis) noexcept { m_Idle = (std::chrono::steady_clock::now() + std::chrono::milliseconds(_SCI64(millis))); } bool BasicEvent::IsIdle() const noexcept { return (m_Idle > std::chrono::steady_clock::now()); } // ------------------------------------------------------------------------------------------------ SQInt32 BasicEvent::GetStride() const noexcept { return m_Stride; } void BasicEvent::SetStride(SQInt32 stride) noexcept { m_Stride = stride > 0 ? stride : 0; } // ------------------------------------------------------------------------------------------------ SQInt32 BasicEvent::GetIgnore() const noexcept { return m_Ignore; } void BasicEvent::SetIgnore(SQInt32 ignore) noexcept { m_Ignore = ignore > 0 ? ignore : 0; } // ------------------------------------------------------------------------------------------------ SQInt32 BasicEvent::GetPrimary() const noexcept { return m_Primary; } void BasicEvent::SetPrimary(SQInt32 subset) noexcept { m_Primary = subset; } // ------------------------------------------------------------------------------------------------ SQInt32 BasicEvent::GetSecondary() const noexcept { return m_Secondary; } void BasicEvent::SetSecondary(SQInt32 subset) noexcept { m_Secondary = subset; } // ------------------------------------------------------------------------------------------------ bool BasicEvent::GetSuspended() const noexcept { return m_Suspended; } void BasicEvent::SetSuspended(bool toggle) noexcept { m_Suspended = toggle; } // ------------------------------------------------------------------------------------------------ Function BasicEvent::GetOnTrigger() const noexcept { return m_OnTrigger; } void BasicEvent::SetOnTrigger(const Function & func) noexcept { m_OnTrigger = func; } // ------------------------------------------------------------------------------------------------ bool BasicEvent::Compatible(SQInt32 type) const noexcept { return (type != EVT_UNKNOWN && type < EVT_COUNT); } // ------------------------------------------------------------------------------------------------ void BasicEvent::BlipCreated(SQInt32 blip, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(blip, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::CheckpointCreated(SQInt32 checkpoint, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(checkpoint, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::KeybindCreated(SQInt32 keybind, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(keybind, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ObjectCreated(SQInt32 object, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(object, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PickupCreated(SQInt32 pickup, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(pickup, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerCreated(SQInt32 player, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(player, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::SphereCreated(SQInt32 sphere, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(sphere, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::SpriteCreated(SQInt32 sprite, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(sprite, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::TextdrawCreated(SQInt32 textdraw, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(textdraw, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleCreated(SQInt32 vehicle, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(vehicle, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::BlipDestroyed(SQInt32 blip, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(blip, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::CheckpointDestroyed(SQInt32 checkpoint, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(checkpoint, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::KeybindDestroyed(SQInt32 keybind, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(keybind, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ObjectDestroyed(SQInt32 object, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(object, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PickupDestroyed(SQInt32 pickup, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(pickup, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerDestroyed(SQInt32 player, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(player, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::SphereDestroyed(SQInt32 sphere, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(sphere, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::SpriteDestroyed(SQInt32 sprite, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(sprite, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::TextdrawDestroyed(SQInt32 textdraw, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(textdraw, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleDestroyed(SQInt32 vehicle, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(vehicle, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::BlipCustom(SQInt32 blip, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(blip, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::CheckpointCustom(SQInt32 checkpoint, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(checkpoint, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::KeybindCustom(SQInt32 keybind, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(keybind, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ObjectCustom(SQInt32 object, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(object, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PickupCustom(SQInt32 pickup, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(pickup, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerCustom(SQInt32 player, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(player, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::SphereCustom(SQInt32 sphere, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(sphere, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::SpriteCustom(SQInt32 sprite, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(sprite, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::TextdrawCustom(SQInt32 textdraw, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(textdraw, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleCustom(SQInt32 vehicle, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(vehicle, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerAway(SQInt32 player, bool status) noexcept { if (Trigger() && \ (m_Primary < 0 || status == m_Primary) && (m_Secondary < 0 || status == m_Secondary)) { m_OnTrigger.Execute< SQInt32, bool >(player, status); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerGameKeys(SQInt32 player, SQInt32 previous, SQInt32 current) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || current == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32 >(player, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerRename(SQInt32 player, const SQChar * previous, const SQChar * current) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, const SQChar *, const SQChar * >(player, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerRequestClass(SQInt32 player, SQInt32 offset) noexcept { if (Trigger() && \ (m_Primary < 0 || offset == m_Primary) && (m_Secondary < 0 || offset == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, offset); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerRequestSpawn(SQInt32 player) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32 >(player); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerSpawn(SQInt32 player) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32 >(player); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerStartTyping(SQInt32 player) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32 >(player); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerStopTyping(SQInt32 player) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32 >(player); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerChat(SQInt32 player, const SQChar * message) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, const SQChar * >(player, message); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerCommand(SQInt32 player, const SQChar * command) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, const SQChar * >(player, command); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerMessage(SQInt32 player, SQInt32 receiver, const SQChar * message) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32, const SQChar * >(player, receiver, message); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerHealth(SQInt32 player, SQFloat previous, SQFloat current) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQFloat, SQFloat >(player, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerArmour(SQInt32 player, SQFloat previous, SQFloat current) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQFloat, SQFloat >(player, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerWeapon(SQInt32 player, SQInt32 previous, SQInt32 current) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || current == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32 >(player, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerMove(SQInt32 player, const Vector3 & previous, const Vector3 & current) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, const Vector3 &, const Vector3 & >(player, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerWasted(SQInt32 player, SQInt32 reason) noexcept { if (Trigger() && \ (m_Primary < 0 || reason == m_Primary) && (m_Secondary < 0 || reason == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, reason); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerKilled(SQInt32 player, SQInt32 killer, SQInt32 reason, SQInt32 body_part) noexcept { if (Trigger() && \ (m_Primary < 0 || reason == m_Primary) && (m_Secondary < 0 || body_part == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32, SQInt32 >(player, killer, reason, body_part); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerTeamKill(SQInt32 player, SQInt32 killer, SQInt32 reason, SQInt32 body_part) noexcept { if (Trigger() && \ (m_Primary < 0 || reason == m_Primary) && (m_Secondary < 0 || body_part == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32, SQInt32 >(player, killer, reason, body_part); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerSpectate(SQInt32 player, SQInt32 target) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, target); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerCrashreport(SQInt32 player, const SQChar * report) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, const SQChar * >(player, report); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerBurning(SQInt32 player, bool state) noexcept { if (Trigger() && \ (m_Primary < 0 || state == m_Primary) && (m_Secondary < 0 || state == m_Secondary)) { m_OnTrigger.Execute< SQInt32, bool >(player, state); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerCrouching(SQInt32 player, bool state) noexcept { if (Trigger() && \ (m_Primary < 0 || state == m_Primary) && (m_Secondary < 0 || state == m_Secondary)) { m_OnTrigger.Execute< SQInt32, bool >(player, state); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerState(SQInt32 player, SQInt32 previous, SQInt32 current) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || current == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32 >(player, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PlayerAction(SQInt32 player, SQInt32 previous, SQInt32 current) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || current == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32 >(player, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StateNone(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StateNormal(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StateShooting(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StateDriver(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StatePassenger(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StateEnterDriver(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StateEnterPassenger(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StateExitVehicle(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::StateUnspawned(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionNone(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionNormal(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionAiming(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionShooting(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionJumping(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionLieDown(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionGettingUp(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionJumpVehicle(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionDriving(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionDying(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionWasted(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionEmbarking(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ActionDisembarking(SQInt32 player, SQInt32 previous) noexcept { if (Trigger() && \ (m_Primary < 0 || previous == m_Primary) && (m_Secondary < 0 || previous == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, previous); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleRespawn(SQInt32 vehicle) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32 >(vehicle); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleExplode(SQInt32 vehicle) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32 >(vehicle); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleHealth(SQInt32 vehicle, SQFloat previous, SQFloat current) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQFloat, SQFloat >(vehicle, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleMove(SQInt32 vehicle, const Vector3 & previous, const Vector3 ¤t) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, const Vector3 &, const Vector3 & >(vehicle, previous, current); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PickupRespawn(SQInt32 pickup) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32 >(pickup); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::KeybindKeyPress(SQInt32 player, SQInt32 keybind) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, keybind); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::KeybindKeyRelease(SQInt32 player, SQInt32 keybind) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, keybind); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleEmbarking(SQInt32 player, SQInt32 vehicle, SQInt32 slot) noexcept { if (Trigger() && \ (m_Primary < 0 || slot == m_Primary) && (m_Secondary < 0 || slot == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32 >(player, vehicle, slot); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleEmbarked(SQInt32 player, SQInt32 vehicle, SQInt32 slot) noexcept { if (Trigger() && \ (m_Primary < 0 || slot == m_Primary) && (m_Secondary < 0 || slot == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32 >(player, vehicle, slot); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::VehicleDisembark(SQInt32 player, SQInt32 vehicle) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, vehicle); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PickupClaimed(SQInt32 player, SQInt32 pickup) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, pickup); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::PickupCollected(SQInt32 player, SQInt32 pickup) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, pickup); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ObjectShot(SQInt32 player, SQInt32 object, SQInt32 weapon) noexcept { if (Trigger() && \ (m_Primary < 0 || weapon == m_Primary) && (m_Secondary < 0 || weapon == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, SQInt32 >(player, object, weapon); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ObjectBump(SQInt32 player, SQInt32 object) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, object); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::CheckpointEntered(SQInt32 player, SQInt32 checkpoint) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, checkpoint); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::CheckpointExited(SQInt32 player, SQInt32 checkpoint) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, checkpoint); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::SphereEntered(SQInt32 player, SQInt32 sphere) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, sphere); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::SphereExited(SQInt32 player, SQInt32 sphere) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQInt32, SQInt32 >(player, sphere); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ServerFrame(SQFloat delta) noexcept { if (Trigger()) { m_OnTrigger.Execute< SQFloat >(delta); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ServerStartup() noexcept { if (Trigger()) { m_OnTrigger.Execute(); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ServerShutdown() noexcept { if (Trigger()) { m_OnTrigger.Execute(); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::InternalCommand(SQInt32 type, const SQChar * text) noexcept { if (Trigger() && \ (m_Primary < 0 || type == m_Primary) && (m_Secondary < 0 || type == m_Secondary)) { m_OnTrigger.Execute< SQInt32, const SQChar * >(type, text); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::LoginAttempt(const SQChar * name, const SQChar * pass, const SQChar * addr) noexcept { if (Trigger()) { m_OnTrigger.Execute< const SQChar *, const SQChar *, const SQChar * >(name, pass, addr); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::CustomEvent(SQInt32 group, SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || group == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, SQInt32, Object & >(group, header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::WorldOption(SQInt32 option, Object & value) noexcept { if (Trigger() && \ (m_Primary < 0 || option == m_Primary) && (m_Secondary < 0 || option == m_Secondary)) { m_OnTrigger.Execute< SQInt32, Object & >(option, value); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::WorldToggle(SQInt32 option, bool value) noexcept { if (Trigger() && \ (m_Primary < 0 || option == m_Primary) && (m_Secondary < 0 || value == m_Secondary)) { m_OnTrigger.Execute< SQInt32, bool >(option, value); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::ScriptReload(SQInt32 header, Object & payload) noexcept { if (Trigger() && \ (m_Primary < 0 || header == m_Primary) && (m_Secondary < 0 || header == m_Secondary)) { m_OnTrigger.Execute< SQInt32, Object & >(header, payload); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::LogMessage(SQInt32 type, const SQChar * message) noexcept { if (Trigger() && \ (m_Primary < 0 || type == m_Primary) && (m_Secondary < 0 || type == m_Secondary)) { m_OnTrigger.Execute< SQInt32, const SQChar * >(type, message); } } // ------------------------------------------------------------------------------------------------ bool BasicEvent::Trigger() noexcept { if (m_Suspended || (m_Idle > std::chrono::steady_clock::now())) { return false; } else if (m_Ignore > 0) { --m_Ignore; return false; } else if (m_OnTrigger.IsNull()) { return false; } if (m_Stride > 0 && m_Ignore < 1) { m_Ignore = m_Stride; } return true; } // ------------------------------------------------------------------------------------------------ void BasicEvent::Attach() noexcept { switch (m_Type) { case EVT_BLIPCREATED: _Core->BlipCreated.Connect< BasicEvent, &BasicEvent::BlipCreated >(this); break; case EVT_CHECKPOINTCREATED: _Core->CheckpointCreated.Connect< BasicEvent, &BasicEvent::CheckpointCreated >(this); break; case EVT_KEYBINDCREATED: _Core->KeybindCreated.Connect< BasicEvent, &BasicEvent::KeybindCreated >(this); break; case EVT_OBJECTCREATED: _Core->ObjectCreated.Connect< BasicEvent, &BasicEvent::ObjectCreated >(this); break; case EVT_PICKUPCREATED: _Core->PickupCreated.Connect< BasicEvent, &BasicEvent::PickupCreated >(this); break; case EVT_PLAYERCREATED: _Core->PlayerCreated.Connect< BasicEvent, &BasicEvent::PlayerCreated >(this); break; case EVT_SPHERECREATED: _Core->SphereCreated.Connect< BasicEvent, &BasicEvent::SphereCreated >(this); break; case EVT_SPRITECREATED: _Core->SpriteCreated.Connect< BasicEvent, &BasicEvent::SpriteCreated >(this); break; case EVT_TEXTDRAWCREATED: _Core->TextdrawCreated.Connect< BasicEvent, &BasicEvent::TextdrawCreated >(this); break; case EVT_VEHICLECREATED: _Core->VehicleCreated.Connect< BasicEvent, &BasicEvent::VehicleCreated >(this); break; case EVT_BLIPDESTROYED: _Core->BlipDestroyed.Connect< BasicEvent, &BasicEvent::BlipDestroyed >(this); break; case EVT_CHECKPOINTDESTROYED: _Core->CheckpointDestroyed.Connect< BasicEvent, &BasicEvent::CheckpointDestroyed >(this); break; case EVT_KEYBINDDESTROYED: _Core->KeybindDestroyed.Connect< BasicEvent, &BasicEvent::KeybindDestroyed >(this); break; case EVT_OBJECTDESTROYED: _Core->ObjectDestroyed.Connect< BasicEvent, &BasicEvent::ObjectDestroyed >(this); break; case EVT_PICKUPDESTROYED: _Core->PickupDestroyed.Connect< BasicEvent, &BasicEvent::PickupDestroyed >(this); break; case EVT_PLAYERDESTROYED: _Core->PlayerDestroyed.Connect< BasicEvent, &BasicEvent::PlayerDestroyed >(this); break; case EVT_SPHEREDESTROYED: _Core->SphereDestroyed.Connect< BasicEvent, &BasicEvent::SphereDestroyed >(this); break; case EVT_SPRITEDESTROYED: _Core->SpriteDestroyed.Connect< BasicEvent, &BasicEvent::SpriteDestroyed >(this); break; case EVT_TEXTDRAWDESTROYED: _Core->TextdrawDestroyed.Connect< BasicEvent, &BasicEvent::TextdrawDestroyed >(this); break; case EVT_VEHICLEDESTROYED: _Core->VehicleDestroyed.Connect< BasicEvent, &BasicEvent::VehicleDestroyed >(this); break; case EVT_BLIPCUSTOM: _Core->BlipCustom.Connect< BasicEvent, &BasicEvent::BlipCustom >(this); break; case EVT_CHECKPOINTCUSTOM: _Core->CheckpointCustom.Connect< BasicEvent, &BasicEvent::CheckpointCustom >(this); break; case EVT_KEYBINDCUSTOM: _Core->KeybindCustom.Connect< BasicEvent, &BasicEvent::KeybindCustom >(this); break; case EVT_OBJECTCUSTOM: _Core->ObjectCustom.Connect< BasicEvent, &BasicEvent::ObjectCustom >(this); break; case EVT_PICKUPCUSTOM: _Core->PickupCustom.Connect< BasicEvent, &BasicEvent::PickupCustom >(this); break; case EVT_PLAYERCUSTOM: _Core->PlayerCustom.Connect< BasicEvent, &BasicEvent::PlayerCustom >(this); break; case EVT_SPHERECUSTOM: _Core->SphereCustom.Connect< BasicEvent, &BasicEvent::SphereCustom >(this); break; case EVT_SPRITECUSTOM: _Core->SpriteCustom.Connect< BasicEvent, &BasicEvent::SpriteCustom >(this); break; case EVT_TEXTDRAWCUSTOM: _Core->TextdrawCustom.Connect< BasicEvent, &BasicEvent::TextdrawCustom >(this); break; case EVT_VEHICLECUSTOM: _Core->VehicleCustom.Connect< BasicEvent, &BasicEvent::VehicleCustom >(this); break; case EVT_PLAYERAWAY: _Core->PlayerAway.Connect< BasicEvent, &BasicEvent::PlayerAway >(this); break; case EVT_PLAYERGAMEKEYS: _Core->PlayerGameKeys.Connect< BasicEvent, &BasicEvent::PlayerGameKeys >(this); break; case EVT_PLAYERRENAME: _Core->PlayerRename.Connect< BasicEvent, &BasicEvent::PlayerRename >(this); break; case EVT_PLAYERREQUESTCLASS: _Core->PlayerRequestClass.Connect< BasicEvent, &BasicEvent::PlayerRequestClass >(this); break; case EVT_PLAYERREQUESTSPAWN: _Core->PlayerRequestSpawn.Connect< BasicEvent, &BasicEvent::PlayerRequestSpawn >(this); break; case EVT_PLAYERSPAWN: _Core->PlayerSpawn.Connect< BasicEvent, &BasicEvent::PlayerSpawn >(this); break; case EVT_PLAYERSTARTTYPING: _Core->PlayerStartTyping.Connect< BasicEvent, &BasicEvent::PlayerStartTyping >(this); break; case EVT_PLAYERSTOPTYPING: _Core->PlayerStopTyping.Connect< BasicEvent, &BasicEvent::PlayerStopTyping >(this); break; case EVT_PLAYERCHAT: _Core->PlayerChat.Connect< BasicEvent, &BasicEvent::PlayerChat >(this); break; case EVT_PLAYERCOMMAND: _Core->PlayerCommand.Connect< BasicEvent, &BasicEvent::PlayerCommand >(this); break; case EVT_PLAYERMESSAGE: _Core->PlayerMessage.Connect< BasicEvent, &BasicEvent::PlayerMessage >(this); break; case EVT_PLAYERHEALTH: _Core->PlayerHealth.Connect< BasicEvent, &BasicEvent::PlayerHealth >(this); break; case EVT_PLAYERARMOUR: _Core->PlayerArmour.Connect< BasicEvent, &BasicEvent::PlayerArmour >(this); break; case EVT_PLAYERWEAPON: _Core->PlayerWeapon.Connect< BasicEvent, &BasicEvent::PlayerWeapon >(this); break; case EVT_PLAYERMOVE: _Core->PlayerMove.Connect< BasicEvent, &BasicEvent::PlayerMove >(this); break; case EVT_PLAYERWASTED: _Core->PlayerWasted.Connect< BasicEvent, &BasicEvent::PlayerWasted >(this); break; case EVT_PLAYERKILLED: _Core->PlayerKilled.Connect< BasicEvent, &BasicEvent::PlayerKilled >(this); break; case EVT_PLAYERTEAMKILL: _Core->PlayerTeamKill.Connect< BasicEvent, &BasicEvent::PlayerTeamKill >(this); break; case EVT_PLAYERSPECTATE: _Core->PlayerSpectate.Connect< BasicEvent, &BasicEvent::PlayerSpectate >(this); break; case EVT_PLAYERCRASHREPORT: _Core->PlayerCrashreport.Connect< BasicEvent, &BasicEvent::PlayerCrashreport >(this); break; case EVT_PLAYERBURNING: _Core->PlayerBurning.Connect< BasicEvent, &BasicEvent::PlayerBurning >(this); break; case EVT_PLAYERCROUCHING: _Core->PlayerCrouching.Connect< BasicEvent, &BasicEvent::PlayerCrouching >(this); break; case EVT_PLAYERSTATE: _Core->PlayerState.Connect< BasicEvent, &BasicEvent::PlayerState >(this); break; case EVT_PLAYERACTION: _Core->PlayerAction.Connect< BasicEvent, &BasicEvent::PlayerAction >(this); break; case EVT_STATENONE: _Core->StateNone.Connect< BasicEvent, &BasicEvent::StateNone >(this); break; case EVT_STATENORMAL: _Core->StateNormal.Connect< BasicEvent, &BasicEvent::StateNormal >(this); break; case EVT_STATESHOOTING: _Core->StateShooting.Connect< BasicEvent, &BasicEvent::StateShooting >(this); break; case EVT_STATEDRIVER: _Core->StateDriver.Connect< BasicEvent, &BasicEvent::StateDriver >(this); break; case EVT_STATEPASSENGER: _Core->StatePassenger.Connect< BasicEvent, &BasicEvent::StatePassenger >(this); break; case EVT_STATEENTERDRIVER: _Core->StateEnterDriver.Connect< BasicEvent, &BasicEvent::StateEnterDriver >(this); break; case EVT_STATEENTERPASSENGER: _Core->StateEnterPassenger.Connect< BasicEvent, &BasicEvent::StateEnterPassenger >(this); break; case EVT_STATEEXITVEHICLE: _Core->StateExitVehicle.Connect< BasicEvent, &BasicEvent::StateExitVehicle >(this); break; case EVT_STATEUNSPAWNED: _Core->StateUnspawned.Connect< BasicEvent, &BasicEvent::StateUnspawned >(this); break; case EVT_ACTIONNONE: _Core->ActionNone.Connect< BasicEvent, &BasicEvent::ActionNone >(this); break; case EVT_ACTIONNORMAL: _Core->ActionNormal.Connect< BasicEvent, &BasicEvent::ActionNormal >(this); break; case EVT_ACTIONAIMING: _Core->ActionAiming.Connect< BasicEvent, &BasicEvent::ActionAiming >(this); break; case EVT_ACTIONSHOOTING: _Core->ActionShooting.Connect< BasicEvent, &BasicEvent::ActionShooting >(this); break; case EVT_ACTIONJUMPING: _Core->ActionJumping.Connect< BasicEvent, &BasicEvent::ActionJumping >(this); break; case EVT_ACTIONLIEDOWN: _Core->ActionLieDown.Connect< BasicEvent, &BasicEvent::ActionLieDown >(this); break; case EVT_ACTIONGETTINGUP: _Core->ActionGettingUp.Connect< BasicEvent, &BasicEvent::ActionGettingUp >(this); break; case EVT_ACTIONJUMPVEHICLE: _Core->ActionJumpVehicle.Connect< BasicEvent, &BasicEvent::ActionJumpVehicle >(this); break; case EVT_ACTIONDRIVING: _Core->ActionDriving.Connect< BasicEvent, &BasicEvent::ActionDriving >(this); break; case EVT_ACTIONDYING: _Core->ActionDying.Connect< BasicEvent, &BasicEvent::ActionDying >(this); break; case EVT_ACTIONWASTED: _Core->ActionWasted.Connect< BasicEvent, &BasicEvent::ActionWasted >(this); break; case EVT_ACTIONEMBARKING: _Core->ActionEmbarking.Connect< BasicEvent, &BasicEvent::ActionEmbarking >(this); break; case EVT_ACTIONDISEMBARKING: _Core->ActionDisembarking.Connect< BasicEvent, &BasicEvent::ActionDisembarking >(this); break; case EVT_VEHICLERESPAWN: _Core->VehicleRespawn.Connect< BasicEvent, &BasicEvent::VehicleRespawn >(this); break; case EVT_VEHICLEEXPLODE: _Core->VehicleExplode.Connect< BasicEvent, &BasicEvent::VehicleExplode >(this); break; case EVT_VEHICLEHEALTH: _Core->VehicleHealth.Connect< BasicEvent, &BasicEvent::VehicleHealth >(this); break; case EVT_VEHICLEMOVE: _Core->VehicleMove.Connect< BasicEvent, &BasicEvent::VehicleMove >(this); break; case EVT_PICKUPRESPAWN: _Core->PickupRespawn.Connect< BasicEvent, &BasicEvent::PickupRespawn >(this); break; case EVT_KEYBINDKEYPRESS: _Core->KeybindKeyPress.Connect< BasicEvent, &BasicEvent::KeybindKeyPress >(this); break; case EVT_KEYBINDKEYRELEASE: _Core->KeybindKeyRelease.Connect< BasicEvent, &BasicEvent::KeybindKeyRelease >(this); break; case EVT_VEHICLEEMBARKING: _Core->VehicleEmbarking.Connect< BasicEvent, &BasicEvent::VehicleEmbarking >(this); break; case EVT_VEHICLEEMBARKED: _Core->VehicleEmbarked.Connect< BasicEvent, &BasicEvent::VehicleEmbarked >(this); break; case EVT_VEHICLEDISEMBARK: _Core->VehicleDisembark.Connect< BasicEvent, &BasicEvent::VehicleDisembark >(this); break; case EVT_PICKUPCLAIMED: _Core->PickupClaimed.Connect< BasicEvent, &BasicEvent::PickupClaimed >(this); break; case EVT_PICKUPCOLLECTED: _Core->PickupCollected.Connect< BasicEvent, &BasicEvent::PickupCollected >(this); break; case EVT_OBJECTSHOT: _Core->ObjectShot.Connect< BasicEvent, &BasicEvent::ObjectShot >(this); break; case EVT_OBJECTBUMP: _Core->ObjectBump.Connect< BasicEvent, &BasicEvent::ObjectBump >(this); break; case EVT_CHECKPOINTENTERED: _Core->CheckpointEntered.Connect< BasicEvent, &BasicEvent::CheckpointEntered >(this); break; case EVT_CHECKPOINTEXITED: _Core->CheckpointExited.Connect< BasicEvent, &BasicEvent::CheckpointExited >(this); break; case EVT_SPHEREENTERED: _Core->SphereEntered.Connect< BasicEvent, &BasicEvent::SphereEntered >(this); break; case EVT_SPHEREEXITED: _Core->SphereExited.Connect< BasicEvent, &BasicEvent::SphereExited >(this); break; case EVT_SERVERFRAME: _Core->ServerFrame.Connect< BasicEvent, &BasicEvent::ServerFrame >(this); break; case EVT_SERVERSTARTUP: _Core->ServerStartup.Connect< BasicEvent, &BasicEvent::ServerStartup >(this); break; case EVT_SERVERSHUTDOWN: _Core->ServerShutdown.Connect< BasicEvent, &BasicEvent::ServerShutdown >(this); break; case EVT_INTERNALCOMMAND: _Core->InternalCommand.Connect< BasicEvent, &BasicEvent::InternalCommand >(this); break; case EVT_LOGINATTEMPT: _Core->LoginAttempt.Connect< BasicEvent, &BasicEvent::LoginAttempt >(this); break; case EVT_CUSTOMEVENT: _Core->CustomEvent.Connect< BasicEvent, &BasicEvent::CustomEvent >(this); break; case EVT_WORLDOPTION: _Core->WorldOption.Connect< BasicEvent, &BasicEvent::WorldOption >(this); break; case EVT_WORLDTOGGLE: _Core->WorldToggle.Connect< BasicEvent, &BasicEvent::WorldToggle >(this); break; 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 to an unknown event type: %d", _SCI32(m_Type)); } } // ------------------------------------------------------------------------------------------------ void BasicEvent::Detach() noexcept { switch (m_Type) { case EVT_BLIPCREATED: _Core->BlipCreated.Disconnect< BasicEvent, &BasicEvent::BlipCreated >(this); break; case EVT_CHECKPOINTCREATED: _Core->CheckpointCreated.Disconnect< BasicEvent, &BasicEvent::CheckpointCreated >(this); break; case EVT_KEYBINDCREATED: _Core->KeybindCreated.Disconnect< BasicEvent, &BasicEvent::KeybindCreated >(this); break; case EVT_OBJECTCREATED: _Core->ObjectCreated.Disconnect< BasicEvent, &BasicEvent::ObjectCreated >(this); break; case EVT_PICKUPCREATED: _Core->PickupCreated.Disconnect< BasicEvent, &BasicEvent::PickupCreated >(this); break; case EVT_PLAYERCREATED: _Core->PlayerCreated.Disconnect< BasicEvent, &BasicEvent::PlayerCreated >(this); break; case EVT_SPHERECREATED: _Core->SphereCreated.Disconnect< BasicEvent, &BasicEvent::SphereCreated >(this); break; case EVT_SPRITECREATED: _Core->SpriteCreated.Disconnect< BasicEvent, &BasicEvent::SpriteCreated >(this); break; case EVT_TEXTDRAWCREATED: _Core->TextdrawCreated.Disconnect< BasicEvent, &BasicEvent::TextdrawCreated >(this); break; case EVT_VEHICLECREATED: _Core->VehicleCreated.Disconnect< BasicEvent, &BasicEvent::VehicleCreated >(this); break; case EVT_BLIPDESTROYED: _Core->BlipDestroyed.Disconnect< BasicEvent, &BasicEvent::BlipDestroyed >(this); break; case EVT_CHECKPOINTDESTROYED: _Core->CheckpointDestroyed.Disconnect< BasicEvent, &BasicEvent::CheckpointDestroyed >(this); break; case EVT_KEYBINDDESTROYED: _Core->KeybindDestroyed.Disconnect< BasicEvent, &BasicEvent::KeybindDestroyed >(this); break; case EVT_OBJECTDESTROYED: _Core->ObjectDestroyed.Disconnect< BasicEvent, &BasicEvent::ObjectDestroyed >(this); break; case EVT_PICKUPDESTROYED: _Core->PickupDestroyed.Disconnect< BasicEvent, &BasicEvent::PickupDestroyed >(this); break; case EVT_PLAYERDESTROYED: _Core->PlayerDestroyed.Disconnect< BasicEvent, &BasicEvent::PlayerDestroyed >(this); break; case EVT_SPHEREDESTROYED: _Core->SphereDestroyed.Disconnect< BasicEvent, &BasicEvent::SphereDestroyed >(this); break; case EVT_SPRITEDESTROYED: _Core->SpriteDestroyed.Disconnect< BasicEvent, &BasicEvent::SpriteDestroyed >(this); break; case EVT_TEXTDRAWDESTROYED: _Core->TextdrawDestroyed.Disconnect< BasicEvent, &BasicEvent::TextdrawDestroyed >(this); break; case EVT_VEHICLEDESTROYED: _Core->VehicleDestroyed.Disconnect< BasicEvent, &BasicEvent::VehicleDestroyed >(this); break; case EVT_BLIPCUSTOM: _Core->BlipCustom.Disconnect< BasicEvent, &BasicEvent::BlipCustom >(this); break; case EVT_CHECKPOINTCUSTOM: _Core->CheckpointCustom.Disconnect< BasicEvent, &BasicEvent::CheckpointCustom >(this); break; case EVT_KEYBINDCUSTOM: _Core->KeybindCustom.Disconnect< BasicEvent, &BasicEvent::KeybindCustom >(this); break; case EVT_OBJECTCUSTOM: _Core->ObjectCustom.Disconnect< BasicEvent, &BasicEvent::ObjectCustom >(this); break; case EVT_PICKUPCUSTOM: _Core->PickupCustom.Disconnect< BasicEvent, &BasicEvent::PickupCustom >(this); break; case EVT_PLAYERCUSTOM: _Core->PlayerCustom.Disconnect< BasicEvent, &BasicEvent::PlayerCustom >(this); break; case EVT_SPHERECUSTOM: _Core->SphereCustom.Disconnect< BasicEvent, &BasicEvent::SphereCustom >(this); break; case EVT_SPRITECUSTOM: _Core->SpriteCustom.Disconnect< BasicEvent, &BasicEvent::SpriteCustom >(this); break; case EVT_TEXTDRAWCUSTOM: _Core->TextdrawCustom.Disconnect< BasicEvent, &BasicEvent::TextdrawCustom >(this); break; case EVT_VEHICLECUSTOM: _Core->VehicleCustom.Disconnect< BasicEvent, &BasicEvent::VehicleCustom >(this); break; case EVT_PLAYERAWAY: _Core->PlayerAway.Disconnect< BasicEvent, &BasicEvent::PlayerAway >(this); break; case EVT_PLAYERGAMEKEYS: _Core->PlayerGameKeys.Disconnect< BasicEvent, &BasicEvent::PlayerGameKeys >(this); break; case EVT_PLAYERRENAME: _Core->PlayerRename.Disconnect< BasicEvent, &BasicEvent::PlayerRename >(this); break; case EVT_PLAYERREQUESTCLASS: _Core->PlayerRequestClass.Disconnect< BasicEvent, &BasicEvent::PlayerRequestClass >(this); break; case EVT_PLAYERREQUESTSPAWN: _Core->PlayerRequestSpawn.Disconnect< BasicEvent, &BasicEvent::PlayerRequestSpawn >(this); break; case EVT_PLAYERSPAWN: _Core->PlayerSpawn.Disconnect< BasicEvent, &BasicEvent::PlayerSpawn >(this); break; case EVT_PLAYERSTARTTYPING: _Core->PlayerStartTyping.Disconnect< BasicEvent, &BasicEvent::PlayerStartTyping >(this); break; case EVT_PLAYERSTOPTYPING: _Core->PlayerStopTyping.Disconnect< BasicEvent, &BasicEvent::PlayerStopTyping >(this); break; case EVT_PLAYERCHAT: _Core->PlayerChat.Disconnect< BasicEvent, &BasicEvent::PlayerChat >(this); break; case EVT_PLAYERCOMMAND: _Core->PlayerCommand.Disconnect< BasicEvent, &BasicEvent::PlayerCommand >(this); break; case EVT_PLAYERMESSAGE: _Core->PlayerMessage.Disconnect< BasicEvent, &BasicEvent::PlayerMessage >(this); break; case EVT_PLAYERHEALTH: _Core->PlayerHealth.Disconnect< BasicEvent, &BasicEvent::PlayerHealth >(this); break; case EVT_PLAYERARMOUR: _Core->PlayerArmour.Disconnect< BasicEvent, &BasicEvent::PlayerArmour >(this); break; case EVT_PLAYERWEAPON: _Core->PlayerWeapon.Disconnect< BasicEvent, &BasicEvent::PlayerWeapon >(this); break; case EVT_PLAYERMOVE: _Core->PlayerMove.Disconnect< BasicEvent, &BasicEvent::PlayerMove >(this); break; case EVT_PLAYERWASTED: _Core->PlayerWasted.Disconnect< BasicEvent, &BasicEvent::PlayerWasted >(this); break; case EVT_PLAYERKILLED: _Core->PlayerKilled.Disconnect< BasicEvent, &BasicEvent::PlayerKilled >(this); break; case EVT_PLAYERTEAMKILL: _Core->PlayerTeamKill.Disconnect< BasicEvent, &BasicEvent::PlayerTeamKill >(this); break; case EVT_PLAYERSPECTATE: _Core->PlayerSpectate.Disconnect< BasicEvent, &BasicEvent::PlayerSpectate >(this); break; case EVT_PLAYERCRASHREPORT: _Core->PlayerCrashreport.Disconnect< BasicEvent, &BasicEvent::PlayerCrashreport >(this); break; case EVT_PLAYERBURNING: _Core->PlayerBurning.Disconnect< BasicEvent, &BasicEvent::PlayerBurning >(this); break; case EVT_PLAYERCROUCHING: _Core->PlayerCrouching.Disconnect< BasicEvent, &BasicEvent::PlayerCrouching >(this); break; case EVT_PLAYERSTATE: _Core->PlayerState.Disconnect< BasicEvent, &BasicEvent::PlayerState >(this); break; case EVT_PLAYERACTION: _Core->PlayerAction.Disconnect< BasicEvent, &BasicEvent::PlayerAction >(this); break; case EVT_STATENONE: _Core->StateNone.Disconnect< BasicEvent, &BasicEvent::StateNone >(this); break; case EVT_STATENORMAL: _Core->StateNormal.Disconnect< BasicEvent, &BasicEvent::StateNormal >(this); break; case EVT_STATESHOOTING: _Core->StateShooting.Disconnect< BasicEvent, &BasicEvent::StateShooting >(this); break; case EVT_STATEDRIVER: _Core->StateDriver.Disconnect< BasicEvent, &BasicEvent::StateDriver >(this); break; case EVT_STATEPASSENGER: _Core->StatePassenger.Disconnect< BasicEvent, &BasicEvent::StatePassenger >(this); break; case EVT_STATEENTERDRIVER: _Core->StateEnterDriver.Disconnect< BasicEvent, &BasicEvent::StateEnterDriver >(this); break; case EVT_STATEENTERPASSENGER: _Core->StateEnterPassenger.Disconnect< BasicEvent, &BasicEvent::StateEnterPassenger >(this); break; case EVT_STATEEXITVEHICLE: _Core->StateExitVehicle.Disconnect< BasicEvent, &BasicEvent::StateExitVehicle >(this); break; case EVT_STATEUNSPAWNED: _Core->StateUnspawned.Disconnect< BasicEvent, &BasicEvent::StateUnspawned >(this); break; case EVT_ACTIONNONE: _Core->ActionNone.Disconnect< BasicEvent, &BasicEvent::ActionNone >(this); break; case EVT_ACTIONNORMAL: _Core->ActionNormal.Disconnect< BasicEvent, &BasicEvent::ActionNormal >(this); break; case EVT_ACTIONAIMING: _Core->ActionAiming.Disconnect< BasicEvent, &BasicEvent::ActionAiming >(this); break; case EVT_ACTIONSHOOTING: _Core->ActionShooting.Disconnect< BasicEvent, &BasicEvent::ActionShooting >(this); break; case EVT_ACTIONJUMPING: _Core->ActionJumping.Disconnect< BasicEvent, &BasicEvent::ActionJumping >(this); break; case EVT_ACTIONLIEDOWN: _Core->ActionLieDown.Disconnect< BasicEvent, &BasicEvent::ActionLieDown >(this); break; case EVT_ACTIONGETTINGUP: _Core->ActionGettingUp.Disconnect< BasicEvent, &BasicEvent::ActionGettingUp >(this); break; case EVT_ACTIONJUMPVEHICLE: _Core->ActionJumpVehicle.Disconnect< BasicEvent, &BasicEvent::ActionJumpVehicle >(this); break; case EVT_ACTIONDRIVING: _Core->ActionDriving.Disconnect< BasicEvent, &BasicEvent::ActionDriving >(this); break; case EVT_ACTIONDYING: _Core->ActionDying.Disconnect< BasicEvent, &BasicEvent::ActionDying >(this); break; case EVT_ACTIONWASTED: _Core->ActionWasted.Disconnect< BasicEvent, &BasicEvent::ActionWasted >(this); break; case EVT_ACTIONEMBARKING: _Core->ActionEmbarking.Disconnect< BasicEvent, &BasicEvent::ActionEmbarking >(this); break; case EVT_ACTIONDISEMBARKING: _Core->ActionDisembarking.Disconnect< BasicEvent, &BasicEvent::ActionDisembarking >(this); break; case EVT_VEHICLERESPAWN: _Core->VehicleRespawn.Disconnect< BasicEvent, &BasicEvent::VehicleRespawn >(this); break; case EVT_VEHICLEEXPLODE: _Core->VehicleExplode.Disconnect< BasicEvent, &BasicEvent::VehicleExplode >(this); break; case EVT_VEHICLEHEALTH: _Core->VehicleHealth.Disconnect< BasicEvent, &BasicEvent::VehicleHealth >(this); break; case EVT_VEHICLEMOVE: _Core->VehicleMove.Disconnect< BasicEvent, &BasicEvent::VehicleMove >(this); break; case EVT_PICKUPRESPAWN: _Core->PickupRespawn.Disconnect< BasicEvent, &BasicEvent::PickupRespawn >(this); break; case EVT_KEYBINDKEYPRESS: _Core->KeybindKeyPress.Disconnect< BasicEvent, &BasicEvent::KeybindKeyPress >(this); break; case EVT_KEYBINDKEYRELEASE: _Core->KeybindKeyRelease.Disconnect< BasicEvent, &BasicEvent::KeybindKeyRelease >(this); break; case EVT_VEHICLEEMBARKING: _Core->VehicleEmbarking.Disconnect< BasicEvent, &BasicEvent::VehicleEmbarking >(this); break; case EVT_VEHICLEEMBARKED: _Core->VehicleEmbarked.Disconnect< BasicEvent, &BasicEvent::VehicleEmbarked >(this); break; case EVT_VEHICLEDISEMBARK: _Core->VehicleDisembark.Disconnect< BasicEvent, &BasicEvent::VehicleDisembark >(this); break; case EVT_PICKUPCLAIMED: _Core->PickupClaimed.Disconnect< BasicEvent, &BasicEvent::PickupClaimed >(this); break; case EVT_PICKUPCOLLECTED: _Core->PickupCollected.Disconnect< BasicEvent, &BasicEvent::PickupCollected >(this); break; case EVT_OBJECTSHOT: _Core->ObjectShot.Disconnect< BasicEvent, &BasicEvent::ObjectShot >(this); break; case EVT_OBJECTBUMP: _Core->ObjectBump.Disconnect< BasicEvent, &BasicEvent::ObjectBump >(this); break; case EVT_CHECKPOINTENTERED: _Core->CheckpointEntered.Disconnect< BasicEvent, &BasicEvent::CheckpointEntered >(this); break; case EVT_CHECKPOINTEXITED: _Core->CheckpointExited.Disconnect< BasicEvent, &BasicEvent::CheckpointExited >(this); break; case EVT_SPHEREENTERED: _Core->SphereEntered.Disconnect< BasicEvent, &BasicEvent::SphereEntered >(this); break; case EVT_SPHEREEXITED: _Core->SphereExited.Disconnect< BasicEvent, &BasicEvent::SphereExited >(this); break; case EVT_SERVERFRAME: _Core->ServerFrame.Disconnect< BasicEvent, &BasicEvent::ServerFrame >(this); break; case EVT_SERVERSTARTUP: _Core->ServerStartup.Disconnect< BasicEvent, &BasicEvent::ServerStartup >(this); break; case EVT_SERVERSHUTDOWN: _Core->ServerShutdown.Disconnect< BasicEvent, &BasicEvent::ServerShutdown >(this); break; case EVT_INTERNALCOMMAND: _Core->InternalCommand.Disconnect< BasicEvent, &BasicEvent::InternalCommand >(this); break; case EVT_LOGINATTEMPT: _Core->LoginAttempt.Disconnect< BasicEvent, &BasicEvent::LoginAttempt >(this); break; case EVT_CUSTOMEVENT: _Core->CustomEvent.Disconnect< BasicEvent, &BasicEvent::CustomEvent >(this); break; case EVT_WORLDOPTION: _Core->WorldOption.Disconnect< BasicEvent, &BasicEvent::WorldOption >(this); break; case EVT_WORLDTOGGLE: _Core->WorldToggle.Disconnect< BasicEvent, &BasicEvent::WorldToggle >(this); break; 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 to an unknown event type: %d", _SCI32(m_Type)); } } // ================================================================================================ bool Register_BasicEvent(HSQUIRRELVM vm) { // Output debugging information LogDbg("Beginning registration of type"); // Events should not be copied for the sake of simplicity typedef NoCopy< BasicEvent > Allocator; // Attempt to register the specified type Sqrat::RootTable(vm).Bind(_SC("BasicEvent"), Sqrat::Class< BasicEvent, Allocator >(vm, _SC("BasicEvent")) .Ctor() .Ctor< SQInt32 >() .Ctor< SQInt32, bool >() .Func(_SC("_cmp"), &BasicEvent::Cmp) .Func(_SC("_tostring"), &BasicEvent::GetName) .Prop(_SC("ltag"), &BasicEvent::GetTag, &BasicEvent::SetTag) .Prop(_SC("ldata"), &BasicEvent::GetData, &BasicEvent::SetData) .Prop(_SC("type"), &BasicEvent::GetType , &BasicEvent::SetType) .Prop(_SC("idle"), &BasicEvent::GetIdle, &BasicEvent::SetIdle) .Prop(_SC("is_idle"), &BasicEvent::IsIdle) .Prop(_SC("stride"), &BasicEvent::GetStride, &BasicEvent::SetStride) .Prop(_SC("ignore"), &BasicEvent::GetIgnore, &BasicEvent::SetIgnore) .Prop(_SC("primary"), &BasicEvent::GetPrimary, &BasicEvent::SetPrimary) .Prop(_SC("secondary"), &BasicEvent::GetSecondary, &BasicEvent::SetSecondary) .Prop(_SC("suspended"), &BasicEvent::GetSuspended, &BasicEvent::SetSuspended) .Func(_SC("compatible"), &BasicEvent::Compatible) .Func(_SC("name"), &BasicEvent::GetName) .Prop(_SC("on_trigger"), &BasicEvent::GetOnTrigger, &BasicEvent::SetOnTrigger) ); // Output debugging information LogDbg("Registration of type was successful"); // Registration succeeded return true; } } // Namespace:: SqMod