Merge branch 'rolln/export'

This commit is contained in:
Rolln 2025-06-18 07:24:44 -06:00
commit 54a30c96df

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---@meta
---Mission load begin event.
function onMissionLoadBegin() end
function onMissionLoadProgress(progress, message)
end
function onMissionLoadEnd()
end
function onSimulationStart()
end
function onSimulationStop()
end
function onSimulationFrame()
end
function onSimulationPause()
end
function onSimulationResume()
end
function onGameEvent(eventName,arg1,arg2,arg3,arg4)
--"friendly_fire", playerID, weaponName, victimPlayerID
--"mission_end", winner, msg
--"kill", killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName
--"self_kill", playerID
--"change_slot", playerID, slotID, prevSide
--"connect", playerID, name
--"disconnect", playerID, name, playerSide, reason_code
--"crash", playerID, unit_missionID
--"eject", playerID, unit_missionID
--"takeoff", playerID, unit_missionID, airdromeName
--"landing", playerID, unit_missionID, airdromeName
--"pilot_death", playerID, unit_missionID
end
function onNetConnect(localPlayerID)
end
function onNetMissionChanged(newMissionName)
end
function onNetMissionEnd()
end
function onNetDisconnect(reason_msg, err_code)
end
-- disconnect reason codes:
-- net.ERR_INVALID_ADDRESS
-- net.ERR_CONNECT_FAILED
-- net.ERR_WRONG_VERSION
-- net.ERR_PROTOCOL_ERROR
-- net.ERR_TAINTED_CLIENT
-- net.ERR_INVALID_PASSWORD
-- net.ERR_BANNED
-- net.ERR_BAD_CALLSIGN
-- net.ERR_TIMEOUT
-- net.ERR_KICKED
function onPlayerConnect(id)
end
function onPlayerDisconnect(id, err_code)
-- this is never called for local playerID
end
function onPlayerStart(id)
-- a player entered the simulation
-- this is never called for local playerID
end
function onPlayerStop(id)
-- a player left the simulation (happens right before a disconnect, if player exited by desire)
-- this is never called for local playerID
end
function onPlayerChangeSlot(id)
-- a player successfully changed the slot
-- this will also come as onGameEvent('change_slot', playerID, slotID),
-- if allowed by server.advanced.event_Connect setting
end
--- These 3 functions are different from the rest:
--- 1. they are called directly from the network code, so try to make them as fast as possible
--- 2. they return a result
-- The code shows the default implementations.
function onPlayerTryConnect(addr, name, ucid, playerID) --> true | false, "disconnect reason"
return true
end
function onPlayerTrySendChat(playerID, msg, to) -- -> filteredMessage | "" - empty string drops the message
return msg
end
function onPlayerTryChangeSlot(playerID, side, slotID) -- -> true | false
return true
end