nsresult SmsRequest::NotifySuccess(T aParam) { SetSuccess(aParam); nsresult rv = DispatchTrustedEvent(SUCCESS_EVENT_NAME); return rv; }
bool CMission::Reward (ICCItem *pData) // Reward // // Reward the player for a mission success { // If we haven't yet called success, then do it now if (!IsCompleted()) SetSuccess(NULL); // Reward FireOnReward(pData); // Set debriefed to true as a convenience m_fDebriefed = true; FireOnSetPlayerTarget(REASON_DEBRIEFED); CloseMission(); // Done return true; }
void SmsRequest::SetSuccess(bool aResult) { SetSuccess(aResult ? JSVAL_TRUE : JSVAL_FALSE); }