Beispiel #1
0
void CEventHandler::PlayerChanged(int playerID)
{
	const int count = listPlayerChanged.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listPlayerChanged[i];
		ec->PlayerChanged(playerID);
	}
}
Beispiel #2
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void CEventHandler::ViewResize()
{
	const int count = listViewResize.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listViewResize[i];
		ec->ViewResize();
	}
}
Beispiel #3
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void CEventHandler::GamePreload()
{
	const int count = listGamePreload.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listGamePreload[i];
		ec->GamePreload();
	}
}
Beispiel #4
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void CEventHandler::GameProgress(int gameFrame)
{
	const int count = listGameProgress.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listGameProgress[i];
		ec->GameProgress(gameFrame);
	}
}
Beispiel #5
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void CEventHandler::Update()
{
	const int count = listUpdate.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listUpdate[i];
		ec->Update();
	}
}
Beispiel #6
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void CEventHandler::GamePaused(int playerID, bool paused)
{
	const int count = listGamePaused.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listGamePaused[i];
		ec->GamePaused(playerID, paused);
	}
}
Beispiel #7
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void CEventHandler::PlayerRemoved(int playerID, int reason)
{
	const int count = listPlayerRemoved.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listPlayerRemoved[i];
		ec->PlayerRemoved(playerID, reason);
	}
}
Beispiel #8
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void CEventHandler::GameOver(const std::vector<unsigned char>& winningAllyTeams)
{
	const int count = listGameOver.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listGameOver[i];
		ec->GameOver(winningAllyTeams);
	}
}
Beispiel #9
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void CEventHandler::Save(zipFile archive)
{
	const int count = listSave.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listSave[i];
		ec->Save(archive);
	}
}
Beispiel #10
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void CEventHandler::TeamChanged(int teamID)
{
	const int count = listTeamChanged.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listTeamChanged[i];
		ec->TeamChanged(teamID);
	}
}
Beispiel #11
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void CEventHandler::GameOver()
{
	const int count = listGameOver.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listGameOver[i];
		ec->GameOver();
	}
}
Beispiel #12
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bool CEventHandler::AddConsoleLine(const string& msg, CLogSubsystem& subsystem)
{
	const int count = listAddConsoleLine.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listAddConsoleLine[i];
		ec->AddConsoleLine(msg, subsystem);
	}
	return true;
}
Beispiel #13
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void CEventHandler::ViewResize()
{
	EVENTHANDLER_CHECK(ViewResize);

	for (int i = 0; i < count; i++) {
		CEventClient* ec = listViewResize[i];
		ec->ViewResize();
	}
}
Beispiel #14
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bool CEventHandler::GroupChanged(int groupID)
{
	const int count = listGroupChanged.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listGroupChanged[i];
		ec->GroupChanged(groupID);
	}
	return false;
}
Beispiel #15
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void CEventHandler::LastMessagePosition(const float3& pos)
{
	EVENTHANDLER_CHECK(LastMessagePosition);
	//GML_STDMUTEX_LOCK(log); // LastMessagePosition FIXME would this be required?

	for (int i = 0; i < count; i++) {
		CEventClient* ec = listLastMessagePosition[i];
		ec->LastMessagePosition(pos);
	}
}
Beispiel #16
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bool CEventHandler::AddConsoleLine(const std::string& msg, const std::string& section, int level)
{
	EVENTHANDLER_CHECK(AddConsoleLine, false);

	for (int i = 0; i < count; i++) {
		CEventClient* ec = listAddConsoleLine[i];
		ec->AddConsoleLine(msg, section, level);
	}
	return true;
}
Beispiel #17
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bool CEventHandler::GroupChanged(int groupID)
{
	EVENTHANDLER_CHECK(GroupChanged, false);

	for (int i = 0; i < count; i++) {
		CEventClient* ec = listGroupChanged[i];
		ec->GroupChanged(groupID);
	}
	return false;
}
Beispiel #18
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void CEventHandler::Update()
{
	GML_DRAW_CALLIN_SELECTOR();

	EVENTHANDLER_CHECK(Update);

	for (int i = 0; i < count; i++) {
		CEventClient* ec = listUpdate[i];
		ec->Update();
	}
}
Beispiel #19
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void CEventHandler::UnitHarvestStorageFull(const CUnit* unit)
{
	const int unitAllyTeam = unit->allyteam;
	const int count = listUnitHarvestStorageFull.size();
	for (int i = 0; i < count; i++) {
		CEventClient* ec = listUnitHarvestStorageFull[i];
		if (ec->CanReadAllyTeam(unitAllyTeam)) {
			ec->UnitHarvestStorageFull(unit);
		}
	}
}
Beispiel #20
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bool CEventHandler::SyncedActionFallback(const string& line, int playerID)
{
	for (int i = 0; i < listSyncedActionFallback.size(); ) {
		CEventClient* ec = listSyncedActionFallback[i];
		if (ec->SyncedActionFallback(line, playerID))
			return true;
		if (i < listSyncedActionFallback.size() && ec == listSyncedActionFallback[i])
			++i; /* the call-in may remove itself from the list */
	}
	return false;
}
Beispiel #21
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bool CEventHandler::IsAbove(int x, int y)
{
	// reverse order, user has the override
	const int count = listIsAbove.size();
	for (int i = (count - 1); i >= 0; i--) {
		CEventClient* ec = listIsAbove[i];
		if (ec->IsAbove(x, y)) {
			return true;
		}
	}
	return false;
}
Beispiel #22
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bool CEventHandler::MouseWheel(bool up, float value)
{
	// reverse order, user has the override
	const int count = listMouseWheel.size();
	for (int i = (count - 1); i >= 0; i--) {
		CEventClient* ec = listMouseWheel[i];
		if (ec->MouseWheel(up, value)) {
			return true;
		}
	}
	return false;
}
Beispiel #23
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bool CEventHandler::KeyRelease(unsigned short key)
{
	// reverse order, user has the override
	const int count = listKeyRelease.size();
	for (int i = (count - 1); i >= 0; i--) {
		CEventClient* ec = listKeyRelease[i];
		if (ec->KeyRelease(key)) {
			return true;
		}
	}
	return false;
}
Beispiel #24
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bool CEventHandler::KeyPress(unsigned short key, bool isRepeat)
{
	// reverse order, user has the override
	const int count = listKeyPress.size();
	for (int i = (count - 1); i >= 0; i--) {
		CEventClient* ec = listKeyPress[i];
		if (ec->KeyPress(key, isRepeat)) {
			return true;
		}
	}
	return false;
}
Beispiel #25
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bool CEventHandler::CommandNotify(const Command& cmd)
{
	// reverse order, user has the override
	const int count = listCommandNotify.size();
	for (int i = (count - 1); i >= 0; i--) {
		CEventClient* ec = listCommandNotify[i];
		if (ec->CommandNotify(cmd)) {
			return true;
		}
	}
	return false;
}
Beispiel #26
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void CEventHandler::Load(IArchive* archive)
{
	const int count = listLoad.size();

	if (count <= 0)
		return;

	for (int i = 0; i < count; i++) {
		CEventClient* ec = listLoad[i];
		ec->Load(archive);
	}
}
Beispiel #27
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int CEventHandler::AllowWeaponTargetCheck(unsigned int attackerID, unsigned int attackerWeaponNum, unsigned int attackerWeaponDefID)
{
	int result = -1;
	for (int i = 0; i < listAllowWeaponTargetCheck.size(); ) {
		CEventClient* ec = listAllowWeaponTargetCheck[i];
		int result2 = ec->AllowWeaponTargetCheck(attackerID, attackerWeaponNum, attackerWeaponDefID);
		if (result2 > result) result = result2;
		if (i < listAllowWeaponTargetCheck.size() && ec == listAllowWeaponTargetCheck[i])
			++i; /* the call-in may remove itself from the list */
	}
	return result;
}
Beispiel #28
0
bool CEventHandler::MousePress(int x, int y, int button)
{
	// reverse order, user has the override
	const int count = listMousePress.size();
	for (int i = (count - 1); i >= 0; i--) {
		CEventClient* ec = listMousePress[i];
		if (ec->MousePress(x, y, button)) {
			mouseOwner = ec;
			return true;
		}
	}
	return false;
}
Beispiel #29
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bool CEventHandler::GameSetup(const string& state, bool& ready,
                                  const map<int, string>& playerStates)
{
	// reverse order, user has the override
	const int count = listGameSetup.size();
	for (int i = (count - 1); i >= 0; i--) {
		CEventClient* ec = listGameSetup[i];
		if (ec->GameSetup(state, ready, playerStates)) {
			return true;
		}
	}
	return false;
}
Beispiel #30
0
string CEventHandler::GetTooltip(int x, int y)
{
	// reverse order, user has the override
	const int count = listGetTooltip.size();
	for (int i = (count - 1); i >= 0; i--) {
		CEventClient* ec = listGetTooltip[i];
		const string tt = ec->GetTooltip(x, y);
		if (!tt.empty()) {
			return tt;
		}
	}
	return "";
}