ComponentExplodeAfterTimeout:: ComponentExplodeAfterTimeout(UID uid, ScopedEventHandler *blackBoard) : Component(uid, blackBoard) { REGISTER_HANDLER(ComponentExplodeAfterTimeout::handleEventOrientationUpdate); REGISTER_HANDLER(ComponentExplodeAfterTimeout::handleEventPositionUpdate); REGISTER_HANDLER(ComponentExplodeAfterTimeout::handleMessagePassWorld); }
ComponentDeathBehavior:: ComponentDeathBehavior(UID uid, ScopedEventHandler *parentScope) : Component(uid, parentScope) { REGISTER_HANDLER(ComponentDeathBehavior::handleEventCharacterRevived); REGISTER_HANDLER(ComponentDeathBehavior::handleEventDeathBehaviorUpdate); resetMembers(); }
ComponentUseOnCollision:: ComponentUseOnCollision(UID uid, ScopedEventHandler *parentScope) : world(0), onlyPlayers(false), Component(uid, parentScope) { REGISTER_HANDLER(ComponentUseOnCollision::handleEventCollisionOccurred); REGISTER_HANDLER(ComponentUseOnCollision::handleMessagePassWorld); }
ComponentObjectCanBeUsed:: ComponentObjectCanBeUsed(UID uid, ScopedEventHandler *parentScope) : Component(uid, parentScope) { REGISTER_HANDLER(ComponentObjectCanBeUsed::handleActionUseObject); REGISTER_HANDLER(ComponentObjectCanBeUsed::handleEventApproachActor); REGISTER_HANDLER(ComponentObjectCanBeUsed::handleEventRecedesFromActor); resetMembers(); }
ComponentDestroySelfOnCollision:: ComponentDestroySelfOnCollision(UID uid, ScopedEventHandler *blackBoard) : Component(uid, blackBoard), world(0), shouldActivate(false), onlyPlayers(false) { REGISTER_HANDLER(ComponentDestroySelfOnCollision::handleEventCollisionOccurred); REGISTER_HANDLER(ComponentDestroySelfOnCollision::handleMessagePassWorld); }
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(); }
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(); }
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(); }
ComponentIsSwitch::ComponentIsSwitch(UID uid, ScopedEventHandler *parentScope) : Component(uid, parentScope) { REGISTER_HANDLER(ComponentIsSwitch::handleEventUsesObject); }
void ml_wdt_init(void) { REGISTER_HANDLER(__wdtInit); REGISTER_HANDLER(__wdtEnable); REGISTER_HANDLER(__wdtFeed); }
void js_register_functions (void) { REGISTER_HANDLER (assert); REGISTER_HANDLER (led); }
void ml_tcp_init(void) { REGISTER_HANDLER(__tcpServer); REGISTER_HANDLER(__tcpClient); REGISTER_HANDLER(__tcpClose); REGISTER_HANDLER(__tcpSend); }
void ml_pwm_init(void) { REGISTER_HANDLER(__pwmWrite); REGISTER_HANDLER(__pwmRead); REGISTER_HANDLER(__pwmRegister); }
ComponentSpinAround:: ComponentSpinAround(UID uid, ScopedEventHandler *parentScope) : Component(uid, parentScope) { REGISTER_HANDLER(ComponentSpinAround::handleEventDeclareInitialPosition); resetMembers(); }
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 ); }
Application::Application() : ScopedEventHandler(ScopedEventHandler::genName(), 0) { resetMembers(); REGISTER_HANDLER(Application::handleInputKeyPress); REGISTER_HANDLER(Application::handleActionApplicationQuit); }