qzdoom/wadsrc/static/zscript/events.txt

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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
{
native readonly Vector3 ViewPos;
native readonly double ViewAngle;
native readonly double ViewPitch;
native readonly double ViewRoll;
native readonly double FracTic;
native readonly Actor Camera;
}
class WorldEvent : BaseEvent native
{
// for loaded/unloaded
native readonly bool IsSaveGame;
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// this will be true if we are re-entering the hub level.
native readonly bool IsReopen;
// for thingspawned/thingdied/thingdestroyed
native readonly Actor Thing;
// for thingdied. can be null
native readonly Actor Inflictor;
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// for thingdamaged.
native readonly int Damage;
native readonly Actor DamageSource;
native readonly Name DamageType;
native readonly EDmgFlags DamageFlags;
native readonly double DamageAngle;
}
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class PlayerEvent : BaseEvent native
{
// this is the player number that caused the event.
// note: you can get player struct from this by using players[e.PlayerNumber]
native readonly int PlayerNumber;
// this will be true if we are re-entering the hub level.
native readonly bool IsReturn;
}
class StaticEventHandler : Object native
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{
// static event handlers CAN register other static event handlers.
// unlike EventHandler.Create that will not create them.
protected static native StaticEventHandler Create(class<StaticEventHandler> type);
protected static native StaticEventHandler CreateOnce(class<StaticEventHandler> type);
protected static native StaticEventHandler Find(Class<StaticEventHandler> type); // just for convenience. who knows.
protected static native bool Register(StaticEventHandler handler);
protected static native bool Unregister(StaticEventHandler handler);
// actual handlers are here
virtual native void WorldLoaded(WorldEvent e);
virtual native void WorldUnloaded(WorldEvent e);
virtual native void WorldThingSpawned(WorldEvent e);
virtual native void WorldThingDied(WorldEvent e);
virtual native void WorldThingRevived(WorldEvent e);
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virtual native void WorldThingDamaged(WorldEvent e);
virtual native void WorldThingDestroyed(WorldEvent e);
virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
virtual native void WorldTick(WorldEvent e);
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//
virtual native void RenderFrame(RenderEvent e);
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//
virtual native void PlayerEntered(PlayerEvent e);
virtual native void PlayerRespawned(PlayerEvent e);
virtual native void PlayerDied(PlayerEvent e);
virtual native void PlayerDisconnected(PlayerEvent e);
// this function should return a value that will be queried on Register() to decide the relative order of this handler to every other.
// this is most useful in UI systems.
// default is 0.
virtual native int GetOrder();
}
class EventHandler : StaticEventHandler native
{
static native StaticEventHandler Create(class<StaticEventHandler> type);
static native StaticEventHandler CreateOnce(class<StaticEventHandler> type);
static native StaticEventHandler Find(class<StaticEventHandler> type);
static native bool Register(StaticEventHandler handler);
static native bool Unregister(StaticEventHandler handler);
}