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Assigned barrier sides to Event structures, added clearscope to ConsoleProcess because it handles both sides
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1 changed files with 6 additions and 6 deletions
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@ -1,6 +1,6 @@
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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.
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class RenderEvent : BaseEvent native
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class RenderEvent : BaseEvent native ui
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{
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native readonly Vector3 ViewPos;
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native readonly double ViewAngle;
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@ -10,7 +10,7 @@ class RenderEvent : BaseEvent native
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native readonly Actor Camera;
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}
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class WorldEvent : BaseEvent native
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class WorldEvent : BaseEvent native play
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{
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// for loaded/unloaded
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native readonly bool IsSaveGame;
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@ -28,7 +28,7 @@ class WorldEvent : BaseEvent native
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native readonly double DamageAngle;
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}
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class PlayerEvent : BaseEvent native
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class PlayerEvent : BaseEvent native play
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{
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// this is the player number that caused the event.
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// note: you can get player struct from this by using players[e.PlayerNumber]
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@ -37,7 +37,7 @@ class PlayerEvent : BaseEvent native
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native readonly bool IsReturn;
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}
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class UiEvent : BaseEvent native
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class UiEvent : BaseEvent native ui
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{
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// d_gui.h
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enum EGUIEvent
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@ -121,7 +121,7 @@ class UiEvent : BaseEvent native
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native readonly bool IsAlt;
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}
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class InputEvent : BaseEvent native
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class InputEvent : BaseEvent native play
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{
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enum EGenericEvent
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{
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@ -321,7 +321,7 @@ class StaticEventHandler : Object native play
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virtual native bool InputProcess(InputEvent e);
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//
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virtual native void ConsoleProcess(ConsoleEvent e);
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virtual native clearscope void ConsoleProcess(ConsoleEvent e);
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// this value will be queried on Register() to decide the relative order of this handler to every other.
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// this is most useful in UI systems.
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