Various Fixes

-- Documentation fixes with links not working.
-- MENU_CLIENT_COMMAND had a small glitch, fixed that one too.
-- Implemented new Event Dispatcher.
--
This commit is contained in:
FlightControl
2017-02-04 15:16:32 +01:00
parent be4d51237b
commit 52f4051901
104 changed files with 65657 additions and 749 deletions

View File

@@ -13,8 +13,8 @@
--
-- ## 1.1) BASE constructor
--
-- Any class derived from BASE, must use the @{Core.Base#BASE.New) constructor within the @{Core.Base#BASE.Inherit) method.
-- See an example at the @{Core.Base#BASE.New} method how this is done.
-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
-- See an example at the @{Base#BASE.New} method how this is done.
--
-- ## 1.2) BASE Trace functionality
--
@@ -84,8 +84,8 @@
-- * @{#BASE.EventOnTakeOff}(): Handle the event when a unit takes off from a runway.
-- * @{#BASE.EventOnTookControl}(): Handle the event when a player takes control of a unit.
--
-- The EventOn() methods provide the @{Core.Event#EVENTDATA} structure to the event handling function.
-- The @{Core.Event#EVENTDATA} structure contains an enriched data set of information about the event being handled.
-- The EventOn() methods provide the @{Event#EVENTDATA} structure to the event handling function.
-- The @{Event#EVENTDATA} structure contains an enriched data set of information about the event being handled.
--
-- Find below an example of the prototype how to write an event handling function:
--
@@ -105,7 +105,7 @@
-- Note the function( self, EventData ). It takes two parameters:
--
-- * self = the object that is handling the EventOnPlayerEnterUnit.
-- * EventData = the @{Core.Event#EVENTDATA} structure, containing more information of the Event.
-- * EventData = the @{Event#EVENTDATA} structure, containing more information of the Event.
--
-- ## 1.4) Class identification methods
--
@@ -288,20 +288,20 @@ function BASE:GetClassID()
return self.ClassID
end
--- Get the Class @{Core.Event} processing Priority.
--- Get the Class @{Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self
-- @return #number The @{Core.Event} processing Priority.
-- @return #number The @{Event} processing Priority.
function BASE:GetEventPriority()
return self._Private.EventPriority or 5
end
--- Set the Class @{Core.Event} processing Priority.
--- Set the Class @{Event} processing Priority.
-- The Event processing Priority is a number from 1 to 10,
-- reflecting the order of the classes subscribed to the Event to be processed.
-- @param #BASE self
-- @param #number EventPriority The @{Core.Event} processing Priority.
-- @param #number EventPriority The @{Event} processing Priority.
-- @return self
function BASE:SetEventPriority( EventPriority )
self._Private.EventPriority = EventPriority