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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Revised client and database logic. Still work in progress.
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@@ -437,6 +437,32 @@ function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventSelf )
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return self
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end
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--- Set a new listener for an S_EVENT_PLAYER_ENTER_UNIT event.
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-- @param #EVENT self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @param Base#BASE EventSelf The self instance of the class for which the event is.
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-- @return #EVENT
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function EVENT:OnPlayerEnterUnit( EventFunction, EventSelf )
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self:F()
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self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_ENTER_UNIT )
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return self
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end
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--- Set a new listener for an S_EVENT_PLAYER_LEAVE_UNIT event.
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-- @param #EVENT self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @param Base#BASE EventSelf The self instance of the class for which the event is.
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-- @return #EVENT
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function EVENT:OnPlayerLeaveUnit( EventFunction, EventSelf )
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self:F()
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self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
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return self
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end
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function EVENT:onEvent( Event )
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@@ -468,6 +494,7 @@ function EVENT:onEvent( Event )
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Event.WeaponName = Event.Weapon:getTypeName()
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--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
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end
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self:E( { _EVENTCODES[Event.id], Event } )
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for ClassName, EventData in pairs( self.Events[Event.id] ) do
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if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
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self:T2( { "Calling event function for class ", ClassName, " unit ", Event.IniDCSUnitName } )
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