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100 lines
3.8 KiB
C++
100 lines
3.8 KiB
C++
/////////////////////////////////////////////////////////////////////////////////
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// MACRO: EXTENDED_EVENTHANDLERS
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// XEH uses all existing event handlers
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/////////////////////////////////////////////////////////////////////////////////
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#define EXTENDED_EVENTHANDLERS init = QUOTE(if(isNil'SLX_XEH_MACHINE')then{call compile preProcessFileLineNumbers '\x\cba\addons\xeh\init_pre.sqf'};_this call SLX_XEH_EH_Init); \
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fired = "_this call SLX_XEH_EH_Fired"; \
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animChanged = "_this call SLX_XEH_EH_AnimChanged"; \
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animDone = "_this call SLX_XEH_EH_AnimDone"; \
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animStateChanged = "_this call SLX_XEH_EH_AnimStateChanged"; \
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containerClosed = "_this call SLX_XEH_EH_ContainerClosed"; \
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containerOpened = "_this call SLX_XEH_EH_ContainerOpened"; \
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controlsShifted = "_this call SLX_XEH_EH_ControlsShifted"; \
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dammaged = "_this call SLX_XEH_EH_Dammaged"; \
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engine = "_this call SLX_XEH_EH_Engine"; \
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epeContact = "_this call SLX_XEH_EH_EpeContact"; \
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epeContactEnd = "_this call SLX_XEH_EH_EpeContactEnd"; \
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epeContactStart = "_this call SLX_XEH_EH_EpeContactStart"; \
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explosion = "_this call SLX_XEH_EH_Explosion"; \
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firedNear = "_this call SLX_XEH_EH_FiredNear"; \
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fuel = "_this call SLX_XEH_EH_Fuel"; \
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gear = "_this call SLX_XEH_EH_Gear"; \
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getIn = "_this call SLX_XEH_EH_GetIn"; \
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getOut = "_this call SLX_XEH_EH_GetOut"; \
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handleHeal = "_this call SLX_XEH_EH_HandleHeal"; \
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hit = "_this call SLX_XEH_EH_Hit"; \
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hitPart = "_this call SLX_XEH_EH_HitPart"; \
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incomingMissile = "_this call SLX_XEH_EH_IncomingMissile"; \
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inventoryClosed = "_this call SLX_XEH_EH_InventoryClosed"; \
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inventoryOpened = "_this call SLX_XEH_EH_InventoryOpened"; \
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killed = "_this call SLX_XEH_EH_Killed"; \
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landedTouchDown = "_this call SLX_XEH_EH_LandedTouchDown"; \
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landedStopped = "_this call SLX_XEH_EH_LandedStopped"; \
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local = "_this call SLX_XEH_EH_Local"; \
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respawn = "_this call SLX_XEH_EH_Respawn"; \
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put = "_this call SLX_XEH_EH_Put"; \
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take = "_this call SLX_XEH_EH_Take"; \
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soundPlayed = "_this call SLX_XEH_EH_SoundPlayed"; \
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weaponAssembled = "_this call SLX_XEH_EH_WeaponAssembled"; \
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weaponDisAssembled = "_this call SLX_XEH_EH_WeaponDisassembled";
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//handleDamage = "_this call SLX_XEH_EH_HandleDamage"; \
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//mpHit = "_this call SLX_XEH_EH_MPHit"; \
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//mpKilled = "_this call SLX_XEH_EH_MPKilled"; \
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//mpRespawn = "_this call SLX_XEH_EH_MPRespawn";
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/////////////////////////////////////////////////////////////////////////////////
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// MACRO: DELETE_EVENTHANDLERS
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//
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// Example:
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//
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// class DefaultEventhandlers;
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// class Car_F;
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// class MRAP_01_base_F: Car_F {
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// class EventHandlers;
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// };
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// class B_MRAP_01_F: MRAP_01_base_F {
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// class Eventhandlers: EventHandlers {
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// DELETE_EVENTHANDLERS
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// };
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// };
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/////////////////////////////////////////////////////////////////////////////////
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#define DELETE_EVENTHANDLERS delete init; \
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delete fired; \
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delete animChanged; \
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delete animDone; \
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delete animStateChanged; \
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delete containerClosed; \
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delete containerOpened; \
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delete controlsShifted; \
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delete dammaged; \
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delete engine; \
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delete epeContact; \
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delete epeContactEnd; \
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delete epeContactStart; \
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delete explosion; \
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delete firedNear; \
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delete fuel; \
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delete gear; \
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delete getIn; \
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delete getOut; \
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delete handleHeal; \
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delete hit; \
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delete hitPart; \
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delete incomingMissile; \
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delete inventoryClosed; \
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delete inventoryOpened; \
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delete killed; \
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delete landedTouchDown; \
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delete landedStopped; \
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delete local; \
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delete respawn; \
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delete put; \
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delete take; \
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delete soundPlayed; \
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delete weaponAssembled; \
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delete weaponDisAssembled;
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