Added paramater to CreateEvent to determine whether or not creation should be forced even if nothing is hooking/listening to the event.
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40719
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@ -277,10 +277,10 @@ EventHookError EventManager::UnhookEvent(const char *name, IPluginFunction *pFun
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return EventHookErr_Okay;
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return EventHookErr_Okay;
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}
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}
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EventInfo *EventManager::CreateEvent(IPluginContext *pContext, const char *name)
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EventInfo *EventManager::CreateEvent(IPluginContext *pContext, const char *name, bool force)
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{
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{
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EventInfo *pInfo;
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EventInfo *pInfo;
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IGameEvent *pEvent = gameevents->CreateEvent(name, true);
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IGameEvent *pEvent = gameevents->CreateEvent(name, force);
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if (pEvent)
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if (pEvent)
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{
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{
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@ -93,7 +93,7 @@ public:
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public:
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public:
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EventHookError HookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
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EventHookError HookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
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EventHookError UnhookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
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EventHookError UnhookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
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EventInfo *CreateEvent(IPluginContext *pContext, const char *name);
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EventInfo *CreateEvent(IPluginContext *pContext, const char *name, bool force=false);
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void FireEvent(EventInfo *pInfo, bool bDontBroadcast=false);
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void FireEvent(EventInfo *pInfo, bool bDontBroadcast=false);
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void CancelCreatedEvent(EventInfo *pInfo);
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void CancelCreatedEvent(EventInfo *pInfo);
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private: // IGameEventManager2 hooks
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private: // IGameEventManager2 hooks
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@ -71,7 +71,7 @@ static cell_t sm_CreateEvent(IPluginContext *pContext, const cell_t *params)
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pContext->LocalToString(params[1], &name);
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pContext->LocalToString(params[1], &name);
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pInfo = g_EventManager.CreateEvent(pContext, name);
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pInfo = g_EventManager.CreateEvent(pContext, name, params[2] ? true : false);
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if (pInfo)
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if (pInfo)
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{
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{
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@ -81,9 +81,12 @@ native UnhookEvent(const String:name[], EventHook:callback, EventHookMode:mode=E
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* Creates a game event to be fired later.
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* Creates a game event to be fired later.
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*
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*
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* @param name Name of event.
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* @param name Name of event.
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* @return Handle to event or INVALID_HANDLE if event doesn't exist.
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* @param force If set to true, this forces the event to be created even if it's not being hooked.
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* Note that this will not force it if the event doesn't exist at all.
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* @return Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't
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being hooked (unless force is true).
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*/
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*/
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native Handle:CreateEvent(const String:name[]);
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native Handle:CreateEvent(const String:name[], bool:force=false);
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/**
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/**
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* Fires a game event.
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* Fires a game event.
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