Exemple #1
0
ComponentExplodeAfterTimeout::
ComponentExplodeAfterTimeout(UID uid, ScopedEventHandler *blackBoard)
		: Component(uid, blackBoard) {
	REGISTER_HANDLER(ComponentExplodeAfterTimeout::handleEventOrientationUpdate);
	REGISTER_HANDLER(ComponentExplodeAfterTimeout::handleEventPositionUpdate);
	REGISTER_HANDLER(ComponentExplodeAfterTimeout::handleMessagePassWorld);
}
Exemple #2
0
ComponentDeathBehavior::
ComponentDeathBehavior(UID uid, ScopedEventHandler *parentScope)
		: Component(uid, parentScope) {
	REGISTER_HANDLER(ComponentDeathBehavior::handleEventCharacterRevived);
	REGISTER_HANDLER(ComponentDeathBehavior::handleEventDeathBehaviorUpdate);
	resetMembers();
}
Exemple #3
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ComponentUseOnCollision::
ComponentUseOnCollision(UID uid, ScopedEventHandler *parentScope)
		: world(0),
		onlyPlayers(false),
		Component(uid, parentScope) {
	REGISTER_HANDLER(ComponentUseOnCollision::handleEventCollisionOccurred);
	REGISTER_HANDLER(ComponentUseOnCollision::handleMessagePassWorld);
}
Exemple #4
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ComponentObjectCanBeUsed::
ComponentObjectCanBeUsed(UID uid, ScopedEventHandler *parentScope)
    : Component(uid, parentScope) {
    REGISTER_HANDLER(ComponentObjectCanBeUsed::handleActionUseObject);
    REGISTER_HANDLER(ComponentObjectCanBeUsed::handleEventApproachActor);
    REGISTER_HANDLER(ComponentObjectCanBeUsed::handleEventRecedesFromActor);

    resetMembers();
}
Exemple #5
0
ComponentDestroySelfOnCollision::
ComponentDestroySelfOnCollision(UID uid, ScopedEventHandler *blackBoard)
		: Component(uid, blackBoard),
		world(0),
		shouldActivate(false),
		onlyPlayers(false) {
	REGISTER_HANDLER(ComponentDestroySelfOnCollision::handleEventCollisionOccurred);
	REGISTER_HANDLER(ComponentDestroySelfOnCollision::handleMessagePassWorld);
}
Exemple #6
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ComponentObjectApproachable::ComponentObjectApproachable( UID uid, ScopedEventHandler *parentScope )
		: Component(uid, parentScope),
		world(0),
		thresholdTrigger(0.0f),
		thresholdRelease(0.0f) {
	REGISTER_HANDLER(ComponentObjectApproachable::handleEventPositionUpdate);
	REGISTER_HANDLER(ComponentObjectApproachable::handleMessagePassWorld);
	
	resetMembers();
}
Exemple #7
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ComponentAttachParticleSystem::
ComponentAttachParticleSystem(UID uid, ScopedEventHandler *blackBoard)
		: Component(uid, blackBoard),
		world(0),
		active(true) {
	REGISTER_HANDLER(ComponentAttachParticleSystem::handleEventOrientationUpdate);
	REGISTER_HANDLER(ComponentAttachParticleSystem::handleEventPositionUpdate);
	REGISTER_HANDLER(ComponentAttachParticleSystem::handleMessagePassWorld);
	REGISTER_HANDLER(ComponentAttachParticleSystem::handleActionDeleteActor);
	
	resetMembers();
}
Exemple #8
0
ComponentMovement::ComponentMovement(UID uid,  ScopedEventHandler *s)
		: Component(uid, s),
		amotor(0),
		lmotor(0),
		world(0),
		lastAction(Stand),
		dead(false),
		disablePhysics(false) {
	REGISTER_HANDLER(ComponentMovement::handleActionPerformAction);
	REGISTER_HANDLER(ComponentMovement::handleMessagePassWorld);
	REGISTER_HANDLER(ComponentMovement::handleEventCharacterRevived);
	REGISTER_HANDLER(ComponentMovement::handleEventCharacterHasDied);
	REGISTER_HANDLER(ComponentMovement::handleActionSetCharacterFaceAngle);
	REGISTER_HANDLER(ComponentMovement::handleActionTurn);
	REGISTER_HANDLER(ComponentMovement::handleActionPhysicsDisable);
	REGISTER_HANDLER(ComponentMovement::handleActionPhysicsEnable);
	
	resetMembers();
}
Exemple #9
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ComponentIsSwitch::ComponentIsSwitch(UID uid, ScopedEventHandler *parentScope)
		: Component(uid, parentScope) {
	REGISTER_HANDLER(ComponentIsSwitch::handleEventUsesObject);
}
Exemple #10
0
void ml_wdt_init(void)
{
  REGISTER_HANDLER(__wdtInit);
  REGISTER_HANDLER(__wdtEnable);
  REGISTER_HANDLER(__wdtFeed);
}
Exemple #11
0
void js_register_functions (void)
{
  REGISTER_HANDLER (assert);
  REGISTER_HANDLER (led);
}
Exemple #12
0
void ml_tcp_init(void) {
  REGISTER_HANDLER(__tcpServer);
  REGISTER_HANDLER(__tcpClient);
  REGISTER_HANDLER(__tcpClose);
  REGISTER_HANDLER(__tcpSend);
}
Exemple #13
0
void ml_pwm_init(void) {
  REGISTER_HANDLER(__pwmWrite);
  REGISTER_HANDLER(__pwmRead);
  REGISTER_HANDLER(__pwmRegister);
}
Exemple #14
0
ComponentSpinAround::
ComponentSpinAround(UID uid, ScopedEventHandler *parentScope)
		: Component(uid, parentScope) {
	REGISTER_HANDLER(ComponentSpinAround::handleEventDeclareInitialPosition);
	resetMembers();
}
Exemple #15
0
void RegisterAuraHooks()
{
    SpellEntry *sp;
    //Evangelism
    REGISTER_HANDLER( 81660 );
    REGISTER_SAMEHANDLER( 87117, 81660 ); // Dark Evangelism
    REGISTER_SAMEHANDLER( 81661, 81660 );
    REGISTER_SAMEHANDLER( 87118, 81660 );
    //Blood Presence
    REGISTER_HANDLER( 48263 );
    //Enter the dream - madness boss spell
    REGISTER_HANDLER( 106464 );
    REGISTER_SAMEHANDLER( 106457, 106464 ); // Ysera presence
    //Corrupting Parasite - madness boss spell
    REGISTER_HANDLER( 108649 );
    //Deep Freeze
//	REGISTER_HANDLER( 44572 );
    //cyclone
    REGISTER_HANDLER( 33786 );
    REGISTER_HANDLER( 642 ); // divine shield
    REGISTER_SAMEHANDLER( 45438, 642 ); // Ice Block
    //Mana Tide - Mana Tide Totem
    REGISTER_HANDLER( 16191 );
    //LifeBloom
    REGISTER_HANDLER( 33763 );
    //Sanctity of Battle
    REGISTER_HANDLER( 25956 );
    //living bomb
    REGISTER_HANDLER( 44457 );
    //Blood Corruption: Death - boss script Spine of Deathwing
    REGISTER_HANDLER( 106199 );
    REGISTER_SAMEHANDLER( 106200, 106199 ); // Blood Corruption: Earth
    //Fading Light - boss script Ultraxion
    REGISTER_HANDLER( 105925 );
    //Heroic Will - boss script Ultraxion
    REGISTER_HANDLER( 106108 );
    //Twilight Shift - boss script Ultraxion
    REGISTER_HANDLER( 106368 );
    //Aura Mastery
    REGISTER_HANDLER( 31821 );
    //Shadowform
    REGISTER_HANDLER( 15473 );
    //Presence of Mind
    REGISTER_HANDLER( 12043 );
    //Victory
    REGISTER_HANDLER( 97121 );
    REGISTER_SAMEHANDLER( 96908, 97121 );
    //Torment - PVE boss spell
    REGISTER_HANDLER( 99256 );
    //Haunt
    REGISTER_HANDLER( 48181 );
    //Tree of Life - has a bunch of additional casts
    REGISTER_HANDLER( 33891 );
    //Stampede - ravage free version
//	REGISTER_HANDLER( 81021 );
//	REGISTER_SAMEHANDLER( 81022, 81021 );
    //Rupture - for talent Sanguinary Vein
//	REGISTER_HANDLER( 1943 );
//	REGISTER_SAMEHANDLER( 703, 1943 ); //Garrote - for talent Sanguinary Vein
    //vanish removal leads to stealth
    REGISTER_HANDLER( 11327 );
    //Master Marksman - Aimed Shot!
    REGISTER_HANDLER( 82926 );
    //Hot Streak - Pyroblast!
    REGISTER_HANDLER( 48108 );
    //Chakra: Serenity
//	REGISTER_HANDLER( 81208 );
    //Chakra: Sanctuary
//	REGISTER_HANDLER( 81206 );
    //Power Word: Shield -> rapture
    REGISTER_HANDLER( 17 );
    //Molten Armor - Firestarter - Your Molten Armor allows you to cast the Scorch spell while moving instead of reducing the chance you are critically hit.
//	REGISTER_HANDLER( 30482 );
    //aspect of the fox
    REGISTER_HANDLER( 82661 );
    //bear form, in cast we have talent Leader of the Pack the we will cast the area aura
//	REGISTER_HANDLER( 5487 );
    //bear form, in cast we have talent Leader of the Pack the we will cast the area aura
//	REGISTER_SAMEHANDLER( 768, 5487 );
    //Darkflight, worgen's sprint spell.
//	REGISTER_HANDLER( 68992 );
}
void RegisterChargeHandlers()
{
	SpellEntry *sp;
	//Rune strike enable aura - we custom made this spell !!
	REGISTER_HANDLER( 56817 );
	//Reckoning - remove only when we actually use the spell
	REGISTER_HANDLER( 20178 );
	//cold blood will get removed on offensive spell
	REGISTER_HANDLER( 14177 );
	//Elemental Mastery
	REGISTER_HANDLER( 16166 );
	//Shaman - Nature's Swiftness
	REGISTER_HANDLER( 17116 );
	REGISTER_SAMEHANDLER( 16188, 17116 );
	//Shaman - Improved Water Shield
	REGISTER_HANDLER( 23575 );
	//Presence of Mind
	REGISTER_HANDLER( 12043 );
	//Shaman - Shamanist Focus
	REGISTER_HANDLER( 43339 );
	//DK - Rime
	REGISTER_HANDLER( 59052 );
	//DK - Deathchill
	REGISTER_HANDLER( 49796 );
	//DK - Killing Machine
	REGISTER_HANDLER( 51124 );
	//warlock - Backdraft - only remove on destruction spells
	REGISTER_HANDLER( 54277 );
	//mage - Firestarter - only remove on flamestrike
	REGISTER_HANDLER( 54741 );
	//mage - Hot Streak
	REGISTER_HANDLER( 48108 );
	//mage - Missile Barrage
	REGISTER_HANDLER( 44401 );
	//priest - surge of light
	REGISTER_HANDLER( 33151 );
	//paladin - Infusion of Light
	REGISTER_HANDLER( 53672 );
	REGISTER_SAMEHANDLER( 54149, 53672 );
	//mage Arcane Concentration - clearcasting
	REGISTER_HANDLER( 12536 );
	//paladin - Art of War
	REGISTER_HANDLER( 59578 );
	REGISTER_SAMEHANDLER( 53489, 59578 );
	//warrior - juggernaut
	REGISTER_HANDLER( 65156 );
	//Druid: Omen of Clarity -> clearcasting
	REGISTER_HANDLER( 16870 );
	//Glyph of Revenge
	REGISTER_HANDLER( 58363 );
	//hunter - lock and load
	REGISTER_HANDLER( 56453 );
	//warrior - Bloodsurge
	REGISTER_HANDLER( 46916 );
	//priest - Serendipity
	REGISTER_HANDLER( 63731 );
	REGISTER_SAMEHANDLER( 63734, 63731 );
	REGISTER_SAMEHANDLER( 63735, 63731 );
	//mage - fringers of frost -> aurastates should have counters
//	REGISTER_HANDLER( 44544 );
//	REGISTER_SAMEHANDLER( 74396, 44544 );
	//mage brain freez
	REGISTER_HANDLER( 57761 );
	//Corruption Triggers Crit
	REGISTER_HANDLER( 61595 );
	//shaman - Maelstrom Weapon
	REGISTER_HANDLER( 53817 );
	//Item - Moonkin Starfire Bonus
	REGISTER_HANDLER( 46833 );
	//Item - Paladin T10 Holy 4P Bonus
	REGISTER_HANDLER( 70757 );
	//Impact
	REGISTER_HANDLER( 64343 );
	//Taste for Blood
	REGISTER_HANDLER( 60503 );
	//Predator's Swiftness
	REGISTER_HANDLER( 69369 );
	//Improved Steady Shot
	REGISTER_HANDLER( 53220 );
	//warlock molten core
	REGISTER_HANDLER( 47383 );
	REGISTER_SAMEHANDLER( 71162, 47383 );
	REGISTER_SAMEHANDLER( 71165, 47383 );
	//mage arcane potency
	REGISTER_HANDLER( 57529 );
	REGISTER_SAMEHANDLER( 57531, 57529 );
}
Exemple #17
0
Application::Application()
		: ScopedEventHandler(ScopedEventHandler::genName(), 0) {
	resetMembers();
	REGISTER_HANDLER(Application::handleInputKeyPress);
	REGISTER_HANDLER(Application::handleActionApplicationQuit);
}