Core code formatting and typo fixes. (#1669)

* Update Beacon.lua

Code formatting and minor typo/text fixes.

* Update Database.lua

Code formatting and minor typo/text fixes.

* Update Event.lua

Code formatting and minor typo/text fixes.
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TommyC81 2021-12-19 11:47:07 +04:00 committed by GitHub
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commit 55cee46a8d
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3 changed files with 571 additions and 635 deletions

View File

@ -95,7 +95,7 @@ BEACON.Type={
-- @field #number TACAN TACtical Air Navigation system on ground.
-- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band.
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number VOR Very High Frequency Omnidirectional Range
-- @field #number ILS_LOCALIZER ILS localizer
-- @field #number ILS_GLIDESLOPE ILS glide slope.
-- @field #number PRGM_LOCALIZER PRGM localizer.
@ -131,7 +131,7 @@ BEACON.System={
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
-- @return #BEACON Beacon object or #nil if the POSITIONABLE is invalid.
function BEACON:New( Positionable )
-- Inherit BASE.
@ -141,18 +141,17 @@ function BEACON:New(Positionable)
self:F( Positionable )
-- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure POSITIONABLE is valid
self.Positionable = Positionable
self.name = Positionable:GetName()
self:I( string.format( "New BEACON %s", tostring( self.name ) ) )
return self
end
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
self:E( { "The passed POSITIONABLE is invalid, no BEACON created", Positionable } )
return nil
end
--- Activates a TACAN BEACON.
-- @param #BEACON self
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
@ -162,11 +161,13 @@ end
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
--
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
--
function BEACON:ActivateTACAN( Channel, Mode, Message, Bearing, Duration )
self:T( { channel = Channel, mode = Mode, callsign = Message, bearing = Bearing, duration = Duration } )
@ -191,7 +192,7 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
System = 5 -- NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft.
if Mode ~= "Y" then
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
self:E( { "WARNING: The POSITIONABLE you want to attach the AA TACAN Beacon is an aircraft: Mode should Y! The BEACON is not emitting.", self.Positionable } )
end
end
@ -204,7 +205,7 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
-- Start beacon.
self.Positionable:CommandActivateBeacon( Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing )
-- Stop sheduler.
-- Stop scheduler.
if Duration then
self.Positionable:DeactivateBeacon( Duration )
end
@ -230,7 +231,7 @@ function BEACON:ActivateICLS(Channel, Callsign, Duration)
-- Start beacon.
self.Positionable:CommandActivateICLS( Channel, UnitID, Callsign )
-- Stop sheduler
-- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon( Duration )
end
@ -246,18 +247,20 @@ end
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
--
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
--
function BEACON:AATACAN( TACANChannel, Message, Bearing, BeaconDuration )
self:F( { TACANChannel, Message, Bearing, BeaconDuration } )
local IsValid = true
if not self.Positionable:IsAir() then
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
self:E( { "The POSITIONABLE you want to attach the AA TACAN Beacon is not an aircraft! The BEACON is not emitting", self.Positionable } )
IsValid = false
end
@ -285,12 +288,11 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
system = System,
callsign = Message,
frequency = Frequency,
}
},
} )
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil,
function()
SCHEDULER:New( nil, function()
self:StopAATACAN()
end, {}, BeaconDuration )
end
@ -305,18 +307,16 @@ end
function BEACON:StopAATACAN()
self:F()
if not self.Positionable then
self:E({"Start the beacon first before stoping it !"})
self:E( { "Start the beacon first before stopping it!" } )
else
self.Positionable:SetCommand( {
id = 'DeactivateBeacon',
params = {
}
params = {},
} )
end
end
--- Activates a general pupose Radio Beacon
--- Activates a general purpose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
-- They can home in on these specific frequencies :
@ -367,7 +367,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
Frequency = Frequency * 1000000 -- Conversion to Hz
-- Check the modulation
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then -- TODO: Maybe make this future proof if ED decides to add an other modulation ?
self:E( { "Modulation is invalid. Use DCS's enum radio.modulation.", Modulation } )
IsValid = false
end
@ -377,7 +377,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
self:E( { "Power is invalid. ", Power } )
IsValid = false
end
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
Power = math.floor( math.abs( Power ) ) -- TODO: Find what is the maximum power allowed by DCS and limit power to that
if IsValid then
self:T2( { "Activating Beacon on ", Frequency, Modulation } )
@ -385,8 +385,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
trigger.action.radioTransmission( FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring( self.ID ) )
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
function()
SCHEDULER:New( nil, function()
self:StopRadioBeacon()
end, {}, BeaconDuration )
end
@ -407,7 +406,7 @@ end
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #number Frequency
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency( TACANChannel, TACANMode )
self:F3( { TACANChannel, TACANMode } )

View File

@ -31,7 +31,6 @@
-- @module Core.Database
-- @image Core_Database.JPG
--- @type DATABASE
-- @field #string ClassName Name of the class.
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
@ -51,7 +50,7 @@
-- * PLAYERS
-- * CARGOS
--
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
-- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
@ -90,15 +89,13 @@ DATABASE = {
FLIGHTCONTROLS = {},
}
local _DATABASECoalition =
{
local _DATABASECoalition = {
[1] = "Red",
[2] = "Blue",
[3] = "Neutral",
}
local _DATABASECategory =
{
local _DATABASECategory = {
["plane"] = Unit.Category.AIRPLANE,
["helicopter"] = Unit.Category.HELICOPTER,
["vehicle"] = Unit.Category.GROUND_UNIT,
@ -106,7 +103,6 @@ local _DATABASECategory =
["static"] = Unit.Category.STRUCTURE,
}
--- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
-- @param #DATABASE self
-- @return #DATABASE
@ -154,7 +150,6 @@ function DATABASE:FindUnit( UnitName )
return UnitFound
end
--- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self
-- @param #string DCSUnitName Unit name.
@ -178,7 +173,6 @@ function DATABASE:AddUnit( DCSUnitName )
return self.UNITS[DCSUnitName]
end
--- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName )
@ -200,7 +194,6 @@ function DATABASE:AddStatic( DCSStaticName )
return nil
end
--- Deletes a Static from the DATABASE based on the Static Name.
-- @param #DATABASE self
function DATABASE:DeleteStatic( DCSStaticName )
@ -240,7 +233,6 @@ function DATABASE:AddAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]
end
--- Deletes a Airbase from the DATABASE based on the Airbase Name.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase
@ -259,7 +251,6 @@ function DATABASE:FindAirbase( AirbaseName )
return AirbaseFound
end
do -- Zones
--- Finds a @{Zone} based on the zone name.
@ -283,7 +274,6 @@ do -- Zones
end
end
--- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
@ -292,7 +282,6 @@ do -- Zones
self.ZONES[ZoneName] = nil
end
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
-- @param #DATABASE self
-- @return #DATABASE self
@ -376,7 +365,6 @@ do -- Zones
end
end -- zone
do -- Zone_Goal
@ -402,7 +390,6 @@ do -- Zone_Goal
end
end
--- Deletes a @{Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
@ -424,7 +411,6 @@ do -- cargo
end
end
--- Deletes a Cargo from the DATABASE based on the Cargo Name.
-- @param #DATABASE self
-- @param #string CargoName The name of the airbase
@ -518,7 +504,6 @@ function DATABASE:FindClient( ClientName )
return ClientFound
end
--- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client unit.
@ -532,7 +517,6 @@ function DATABASE:AddClient( ClientName )
return self.CLIENTS[ClientName]
end
--- Finds a GROUP based on the GroupName.
-- @param #DATABASE self
-- @param #string GroupName
@ -543,7 +527,6 @@ function DATABASE:FindGroup( GroupName )
return GroupFound
end
--- Adds a GROUP based on the GroupName in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddGroup( GroupName )
@ -591,7 +574,6 @@ function DATABASE:GetPlayers()
return self.PLAYERS
end
--- Get the player table from the DATABASE, which contains all UNIT objects.
-- The player table contains all UNIT objects of the player with the key the name of the player (PlayerName).
-- @param #DATABASE self
@ -604,7 +586,6 @@ function DATABASE:GetPlayerUnits()
return self.PLAYERUNITS
end
--- Get the player table from the DATABASE which have joined in the mission historically.
-- The player table contains all UNIT objects with the key the name of the player (PlayerName).
-- @param #DATABASE self
@ -617,7 +598,6 @@ function DATABASE:GetPlayersJoined()
return self.PLAYERSJOINED
end
--- Instantiate new Groups within the DCSRTE.
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
-- SpawnCountryID, SpawnCategoryID
@ -750,9 +730,8 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
Country = self.Templates.Groups[GroupTemplateName].CountryID,
Units = UnitNames
}
)
Units = UnitNames,
} )
end
--- Get group template.
@ -797,9 +776,8 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
self:T( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
Country = self.Templates.Statics[StaticTemplateName].CountryID
}
)
Country = self.Templates.Statics[StaticTemplateName].CountryID,
} )
self:AddStatic( StaticTemplateName )
@ -902,8 +880,6 @@ function DATABASE:GetCategoryFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCategory()
end
--- Private method that registers all alive players in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
@ -927,7 +903,6 @@ function DATABASE:_RegisterPlayers()
return self
end
--- Private method that registers all Groups and Units within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
@ -1043,7 +1018,6 @@ function DATABASE:_RegisterAirbases()
return self
end
--- Events
--- Handles the OnBirth event for the alive units set.
@ -1123,7 +1097,6 @@ function DATABASE:_EventOnBirth( Event )
end
--- Handles the OnDead or OnCrash event for alive units set.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
@ -1178,7 +1151,6 @@ function DATABASE:_EventOnDeadOrCrash( Event )
self:AccountDestroys( Event )
end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
@ -1216,7 +1188,6 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
@ -1302,7 +1273,6 @@ function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set )
return self
end
--- Iterate the DATABASE and call an iterator function for each **alive** STATIC, providing the STATIC and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a STATIC parameter.
@ -1315,7 +1285,6 @@ function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2
return self
end
--- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
@ -1328,7 +1297,6 @@ function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... )
return self
end
--- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
@ -1341,7 +1309,6 @@ function DATABASE:ForEachGroup( IteratorFunction, FinalizeFunction, ... )
return self
end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
@ -1354,7 +1321,6 @@ function DATABASE:ForEachPlayer( IteratorFunction, FinalizeFunction, ... )
return self
end
--- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
@ -1379,7 +1345,6 @@ function DATABASE:ForEachPlayerUnit( IteratorFunction, FinalizeFunction, ... )
return self
end
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
@ -1404,7 +1369,6 @@ function DATABASE:ForEachCargo( IteratorFunction, ... )
return self
end
--- Handles the OnEventNewCargo event.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
@ -1416,7 +1380,6 @@ function DATABASE:OnEventNewCargo( EventData )
end
end
--- Handles the OnEventDeleteCargo.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
@ -1428,7 +1391,6 @@ function DATABASE:OnEventDeleteCargo( EventData )
end
end
--- Handles the OnEventNewZone event.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
@ -1440,7 +1402,6 @@ function DATABASE:OnEventNewZone( EventData )
end
end
--- Handles the OnEventDeleteZone.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA EventData
@ -1452,8 +1413,6 @@ function DATABASE:OnEventDeleteZone( EventData )
end
end
--- Gets the player settings
-- @param #DATABASE self
-- @param #string PlayerName
@ -1463,7 +1422,6 @@ function DATABASE:GetPlayerSettings( PlayerName )
return self.PLAYERSETTINGS[PlayerName]
end
--- Sets the player settings
-- @param #DATABASE self
-- @param #string PlayerName

View File

@ -14,7 +14,7 @@
-- ![Objects](..\Presentations\EVENT\Dia2.JPG)
--
-- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc.
-- This module provides a mechanism to dispatch those events occuring within your running mission, to the different objects orchestrating your mission.
-- This module provides a mechanism to dispatch those events occurring within your running mission, to the different objects orchestrating your mission.
--
-- ![Objects](..\Presentations\EVENT\Dia3.JPG)
--
@ -141,7 +141,6 @@
-- EventData.IniUnit:SmokeGreen()
-- end
--
--
-- Find below an overview which events populate which information categories:
--
-- ![Objects](..\Presentations\EVENT\Dia14.JPG)
@ -172,7 +171,6 @@
-- @module Core.Event
-- @image Core_Event.JPG
--- @type EVENT
-- @field #EVENT.Events Events
-- @extends Core.Base#BASE
@ -194,7 +192,6 @@ world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
--- The different types of events supported by MOOSE.
-- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method.
-- @type EVENTS
@ -304,8 +301,6 @@ EVENTS = {
-- @field Core.ZONE#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone.
local _EVENTMETA = {
[world.event.S_EVENT_SHOT] = {
Order = 1,
@ -562,7 +557,6 @@ local _EVENTMETA = {
},
}
--- The Events structure
-- @type EVENT.Events
-- @field #number IniUnit
@ -581,7 +575,6 @@ function EVENT:New()
return self
end
--- Initializes the Events structure for the event.
-- @param #EVENT self
-- @param DCS#world.event EventID Event ID.
@ -595,7 +588,7 @@ function EVENT:Init( EventID, EventClass )
self.Events[EventID] = {}
end
-- Each event has a subtable of EventClasses, ordered by EventPriority.
-- Each event has a sub-table of EventClasses, ordered by EventPriority.
local EventPriority = EventClass:GetEventPriority()
if not self.Events[EventID][EventPriority] then
@ -657,7 +650,6 @@ function EVENT:Reset( EventObject ) --R2.1
end
end
--- Clears all event subscriptions for a @{Core.Base#BASE} derived object.
-- @param #EVENT self
-- @param Core.Base#BASE EventClass The self class object for which the events are removed.
@ -676,8 +668,6 @@ function EVENT:RemoveAll(EventClass)
return self
end
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
@ -709,7 +699,6 @@ function EVENT:OnEventGeneric( EventFunction, EventClass, EventID )
return self
end
--- Set a new listener for an `S_EVENT_X` event for a UNIT.
-- @param #EVENT self
-- @param #string UnitName The name of the UNIT.
@ -797,7 +786,6 @@ do -- OnDead
end
do -- OnLand
--- Create an OnLand event handler for a group
@ -929,7 +917,6 @@ do -- Event Creation
world.onEvent( Event )
end
--- Creation of a ZoneGoal Deletion Event.
-- @param #EVENT self
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
@ -945,7 +932,6 @@ do -- Event Creation
world.onEvent( Event )
end
--- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
-- @param #EVENT self
-- @param Wrapper.Unit#UNIT PlayerUnit.
@ -955,7 +941,7 @@ do -- Event Creation
local Event = {
id = EVENTS.PlayerEnterUnit,
time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject()
initiator = PlayerUnit:GetDCSObject(),
}
world.onEvent( Event )
@ -970,7 +956,7 @@ do -- Event Creation
local Event = {
id = EVENTS.PlayerEnterAircraft,
time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject()
initiator = PlayerUnit:GetDCSObject(),
}
world.onEvent( Event )
@ -993,7 +979,6 @@ function EVENT:onEvent( Event )
return errmsg
end
-- Get event meta data.
local EventMeta = _EVENTMETA[Event.id]
@ -1247,8 +1232,7 @@ function EVENT:onEvent( Event )
self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
@ -1263,8 +1247,7 @@ function EVENT:onEvent( Event )
self:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = xpcall( function()
return EventFunction( EventClass, Event )
end, ErrorHandler )
end
@ -1300,8 +1283,7 @@ function EVENT:onEvent( Event )
self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
@ -1316,8 +1298,7 @@ function EVENT:onEvent( Event )
self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = xpcall( function()
return EventFunction( EventClass, Event, unpack( EventData.Params ) )
end, ErrorHandler )
end
@ -1340,8 +1321,7 @@ function EVENT:onEvent( Event )
if Event.IniObjectCategory ~= 3 then
self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = xpcall( function()
return EventData.EventFunction( EventClass, Event )
end, ErrorHandler )
else
@ -1355,8 +1335,7 @@ function EVENT:onEvent( Event )
self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } )
end
local Result, Value = xpcall(
function()
local Result, Value = xpcall( function()
local Result, Value = EventFunction( EventClass, Event )
return Result, Value
end, ErrorHandler )