diff --git a/wadsrc/static/zscript/events.txt b/wadsrc/static/zscript/events.txt index 0e1237dfe..664438f0d 100755 --- a/wadsrc/static/zscript/events.txt +++ b/wadsrc/static/zscript/events.txt @@ -1,6 +1,6 @@ class BaseEvent native { } // just a base class. it doesn't inherit from Object on the scripting side so you can't call Destroy() on it and break everything. -class RenderEvent : BaseEvent native +class RenderEvent : BaseEvent native ui { native readonly Vector3 ViewPos; native readonly double ViewAngle; @@ -10,7 +10,7 @@ class RenderEvent : BaseEvent native native readonly Actor Camera; } -class WorldEvent : BaseEvent native +class WorldEvent : BaseEvent native play { // for loaded/unloaded native readonly bool IsSaveGame; @@ -28,7 +28,7 @@ class WorldEvent : BaseEvent native native readonly double DamageAngle; } -class PlayerEvent : BaseEvent native +class PlayerEvent : BaseEvent native play { // this is the player number that caused the event. // note: you can get player struct from this by using players[e.PlayerNumber] @@ -37,7 +37,7 @@ class PlayerEvent : BaseEvent native native readonly bool IsReturn; } -class UiEvent : BaseEvent native +class UiEvent : BaseEvent native ui { // d_gui.h enum EGUIEvent @@ -121,7 +121,7 @@ class UiEvent : BaseEvent native native readonly bool IsAlt; } -class InputEvent : BaseEvent native +class InputEvent : BaseEvent native play { enum EGenericEvent { @@ -321,7 +321,7 @@ class StaticEventHandler : Object native play virtual native bool InputProcess(InputEvent e); // - virtual native void ConsoleProcess(ConsoleEvent e); + virtual native clearscope void ConsoleProcess(ConsoleEvent e); // this value will be queried on Register() to decide the relative order of this handler to every other. // this is most useful in UI systems.