/* Header: script_xeh.hpp Description: Used internally. */ ///////////////////////////////////////////////////////////////////////////////// // MACRO: EXTENDED_EVENTHANDLERS // Add all XEH event handlers ///////////////////////////////////////////////////////////////////////////////// #define EXTENDED_EVENTHANDLERS init = "_this call SLX_XEH_EH_Init"; \ fired = "_this call SLX_XEH_EH_Fired"; \ animChanged = "_this call SLX_XEH_EH_AnimChanged"; \ animDone = "_this call SLX_XEH_EH_AnimDone"; \ animStateChanged = "_this call SLX_XEH_EH_AnimStateChanged"; \ containerClosed = "_this call SLX_XEH_EH_ContainerClosed"; \ containerOpened = "_this call SLX_XEH_EH_ContainerOpened"; \ controlsShifted = "_this call SLX_XEH_EH_ControlsShifted"; \ dammaged = "_this call SLX_XEH_EH_Dammaged"; \ engine = "_this call SLX_XEH_EH_Engine"; \ epeContact = "_this call SLX_XEH_EH_EpeContact"; \ epeContactEnd = "_this call SLX_XEH_EH_EpeContactEnd"; \ epeContactStart = "_this call SLX_XEH_EH_EpeContactStart"; \ explosion = "_this call SLX_XEH_EH_Explosion"; \ firedNear = "_this call SLX_XEH_EH_FiredNear"; \ fuel = "_this call SLX_XEH_EH_Fuel"; \ gear = "_this call SLX_XEH_EH_Gear"; \ getIn = "_this call SLX_XEH_EH_GetIn"; \ getOut = "_this call SLX_XEH_EH_GetOut"; \ handleHeal = "_this call SLX_XEH_EH_HandleHeal"; \ hit = "_this call SLX_XEH_EH_Hit"; \ hitPart = "_this call SLX_XEH_EH_HitPart"; \ incomingMissile = "_this call SLX_XEH_EH_IncomingMissile"; \ inventoryClosed = "_this call SLX_XEH_EH_InventoryClosed"; \ inventoryOpened = "_this call SLX_XEH_EH_InventoryOpened"; \ killed = "_this call SLX_XEH_EH_Killed"; \ landedTouchDown = "_this call SLX_XEH_EH_LandedTouchDown"; \ landedStopped = "_this call SLX_XEH_EH_LandedStopped"; \ local = "_this call SLX_XEH_EH_Local"; \ respawn = "_this call SLX_XEH_EH_Respawn"; \ put = "_this call SLX_XEH_EH_Put"; \ take = "_this call SLX_XEH_EH_Take"; \ seatSwitched = "_this call SLX_XEH_EH_SeatSwitched"; \ soundPlayed = "_this call SLX_XEH_EH_SoundPlayed"; \ weaponAssembled = "_this call SLX_XEH_EH_WeaponAssembled"; \ weaponDisAssembled = "_this call SLX_XEH_EH_WeaponDisassembled"; //handleDamage = "_this call SLX_XEH_EH_HandleDamage"; \ //mpHit = "_this call SLX_XEH_EH_MPHit"; \ //mpKilled = "_this call SLX_XEH_EH_MPKilled"; \ //mpRespawn = "_this call SLX_XEH_EH_MPRespawn"; /* MACRO: DELETE_EVENTHANDLERS Removes all event handlers. Example: (begin example) class DefaultEventhandlers; class Car_F; class MRAP_01_base_F: Car_F { class EventHandlers; }; class B_MRAP_01_F: MRAP_01_base_F { class Eventhandlers: EventHandlers { DELETE_EVENTHANDLERS }; }; (end example) */ #define DELETE_EVENTHANDLERS delete init; \ delete fired; \ delete animChanged; \ delete animDone; \ delete animStateChanged; \ delete containerClosed; \ delete containerOpened; \ delete controlsShifted; \ delete dammaged; \ delete engine; \ delete epeContact; \ delete epeContactEnd; \ delete epeContactStart; \ delete explosion; \ delete firedNear; \ delete fuel; \ delete gear; \ delete getIn; \ delete getOut; \ delete handleHeal; \ delete hit; \ delete hitPart; \ delete incomingMissile; \ delete inventoryClosed; \ delete inventoryOpened; \ delete killed; \ delete landedTouchDown; \ delete landedStopped; \ delete local; \ delete respawn; \ delete put; \ delete take; \ delete seatSwitched; \ delete soundPlayed; \ delete weaponAssembled; \ delete weaponDisAssembled;