/*virtual*/ void WBCompEldLock::AddContextToEvent( WBEvent& Event ) const { Super::AddContextToEvent( Event ); WB_SET_CONTEXT( Event, Bool, Locked, m_Locked ); WB_SET_CONTEXT( Event, Hash, Key, m_Key ); }
/*virtual*/ void WBCompEldWeapon::AddContextToEvent( WBEvent& Event ) const { Super::AddContextToEvent( Event ); if( m_Ammo != HashedString::NullString ) { WBEntity* const pOwnerEntity = WBCompOwner::GetTopmostOwner( GetEntity() ); ASSERT( pOwnerEntity ); WBCompEldAmmoBag* const pAmmoBag = GET_WBCOMP( pOwnerEntity, EldAmmoBag ); if( pAmmoBag ) { WB_SET_CONTEXT( Event, Bool, HasAmmo, pAmmoBag->HasAmmo( m_Ammo ) ); } } }
/*virtual*/ void WBCompEldFaction::AddContextToEvent(WBEvent& Event) const { WB_SET_CONTEXT(Event, Hash, Faction, m_Faction); }
/*virtual*/ void WBCompEldAnchor::AddContextToEvent( WBEvent& Event ) const { Super::AddContextToEvent( Event ); WB_SET_CONTEXT( Event, Bool, IsAnchored, m_IsAnchored ); }
/*virtual*/ void WBCompEldEndgameCounter::AddContextToEvent( WBEvent& Event) const { Super::AddContextToEvent(Event); WB_SET_CONTEXT(Event, Int, EndgameCount, m_Count); }
/*virtual*/ void WBCompEldFrobbable::AddContextToEvent(WBEvent& Event) const { Super::AddContextToEvent(Event); WB_SET_CONTEXT(Event, Bool, IsFrobbable, m_IsFrobbable); }
/*virtual*/ void WBCompEldVisible::AddContextToEvent(WBEvent& Event) const { Super::AddContextToEvent(Event); WB_SET_CONTEXT(Event, Bool, Visible, m_Visible); }
/*virtual*/ void WBCompState::AddContextToEvent(WBEvent& Event) const { Super::AddContextToEvent(Event); WB_SET_CONTEXT(Event, Hash, State, m_State); }
/*virtual*/ void WBCompEldWallet::AddContextToEvent(WBEvent& Event) const { Super::AddContextToEvent(Event); WB_SET_CONTEXT(Event, Int, Money, m_Money); }
/*virtual*/ void WBCompEldFrobber::AddContextToEvent(WBEvent& Event) const { Super::AddContextToEvent(Event); WB_SET_CONTEXT(Event, Entity, FrobTarget, m_FrobTarget); }