/* Header: script_xeh.hpp Description: Used internally. */ ///////////////////////////////////////////////////////////////////////////////// // MACRO: EXTENDED_EVENTHANDLERS // Add all XEH event handlers ///////////////////////////////////////////////////////////////////////////////// #define EXTENDED_EVENTHANDLERS init = "call cba_xeh_fnc_init"; \ fired = "call cba_xeh_fnc_fired"; \ animChanged = "call cba_xeh_fnc_animChanged"; \ animDone = "call cba_xeh_fnc_animDone"; \ animStateChanged = "call cba_xeh_fnc_animStateChanged"; \ cargoLoaded = "call cba_xeh_fnc_cargoLoaded"; \ cargoUnloaded = "call cba_xeh_fnc_cargoUnloaded"; \ containerClosed = "call cba_xeh_fnc_containerClosed"; \ containerOpened = "call cba_xeh_fnc_containerOpened"; \ controlsShifted = "call cba_xeh_fnc_controlsShifted"; \ dammaged = "call cba_xeh_fnc_dammaged"; \ deleted = "call cba_xeh_fnc_deleted"; \ disassembled = "call cba_xeh_fnc_disassembled"; \ engine = "call cba_xeh_fnc_engine"; \ epeContact = "call cba_xeh_fnc_epeContact"; \ epeContactEnd = "call cba_xeh_fnc_epeContactEnd"; \ epeContactStart = "call cba_xeh_fnc_epeContactStart"; \ explosion = "call cba_xeh_fnc_explosion"; \ firedMan = "call cba_xeh_fnc_firedMan"; \ firedNear = "call cba_xeh_fnc_firedNear"; \ fuel = "call cba_xeh_fnc_cba_xeh_fuel"; \ gear = "call cba_xeh_fnc_gear"; \ gestureChanged = "call cba_xeh_fnc_gestureChanged"; \ gestureDone = "call cba_xeh_fnc_gestureDone"; \ getIn = "call cba_xeh_fnc_getIn"; \ getInMan = "call cba_xeh_fnc_getInMan"; \ getOut = "call cba_xeh_fnc_getOut"; \ getOutMan = "call cba_xeh_fnc_getOutMan"; \ hit = "call cba_xeh_fnc_hit"; \ hitPart = "call cba_xeh_fnc_hitPart"; \ incomingMissile = "call cba_xeh_fnc_incomingMissile"; \ inventoryClosed = "call cba_xeh_fnc_inventoryClosed"; \ inventoryOpened = "call cba_xeh_fnc_inventoryOpened"; \ killed = "call cba_xeh_fnc_killed"; \ landedTouchDown = "call cba_xeh_fnc_landedTouchDown"; \ landedStopped = "call cba_xeh_fnc_landedStopped"; \ local = "call cba_xeh_fnc_local"; \ opticsModeChanged = "call cba_xeh_fnc_opticsModeChanged"; \ opticsSwitch = "call cba_xeh_fnc_opticsSwitch"; \ put = "call cba_xeh_fnc_put"; \ reloaded = "call cba_xeh_fnc_reloaded"; \ respawn = "call cba_xeh_fnc_respawn"; \ ropeAttach = "call cba_xeh_fnc_ropeAttach"; \ ropeBreak = "call cba_xeh_fnc_ropeBreak"; \ seatSwitched = "call cba_xeh_fnc_seatSwitched"; \ seatSwitchedMan = "call cba_xeh_fnc_seatSwitchedMan"; \ slotItemChanged = "call cba_xeh_fnc_slotItemChanged"; \ suppressed = "call cba_xeh_fnc_suppressed"; \ soundPlayed = "call cba_xeh_fnc_soundPlayed"; \ take = "call cba_xeh_fnc_take"; \ turnIn = "call cba_xeh_fnc_turnIn"; \ turnOut = "call cba_xeh_fnc_turnOut"; \ visionModeChanged = "call cba_xeh_fnc_visionModeChanged"; \ weaponAssembled = "call cba_xeh_fnc_weaponAssembled"; \ weaponDisassembled = "call cba_xeh_fnc_weaponDisassembled"; \ weaponDeployed = "call cba_xeh_fnc_weaponDeployed"; \ weaponRested = "call cba_xeh_fnc_weaponRested"; /* MACRO: DELETE_EVENTHANDLERS Removes all event handlers. */ #define DELETE_EVENTHANDLERS init = ""; \ fired = ""; \ animChanged = ""; \ animDone = ""; \ animStateChanged = ""; \ cargoLoaded = ""; \ cargoUnloaded = ""; \ containerClosed = ""; \ containerOpened = ""; \ controlsShifted = ""; \ dammaged = ""; \ deleted = ""; \ disassembled = ""; \ engine = ""; \ epeContact = ""; \ epeContactEnd = ""; \ epeContactStart = ""; \ explosion = ""; \ firedMan = ""; \ firedNear = ""; \ fuel = ""; \ gear = ""; \ gestureChanged = ""; \ gestureDone = "" \ getIn = ""; \ getInMan = ""; \ getOut = ""; \ getOutMan = ""; \ hit = ""; \ hitPart = ""; \ incomingMissile = ""; \ inventoryClosed = ""; \ inventoryOpened = ""; \ killed = ""; \ landedTouchDown = ""; \ landedStopped = ""; \ local = ""; \ opticsModeChanged = ""; \ opticsSwitch = ""; \ put = ""; \ reloaded = ""; \ respawn = ""; \ ropeAttach = ""; \ ropeBreak = ""; \ seatSwitched = ""; \ seatSwitchedMan = ""; \ soundPlayed = ""; \ suppressed = ""; \ take = ""; \ turnIn = ""; \ turnOut = ""; \ visionModeChanged = ""; \ weaponAssembled = ""; \ weaponDisassembled = ""; \ weaponDeployed = ""; \ weaponRested = "";