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Below is a list of function signatures used to register event callbacks. All callback functions must return true if they want to be unregistered and false if they wish to be called again the next time the respective event occurs.
bool | TOnHeroPartyEvent (Creature&in _Creature) |
bool | TOnInventoryEvent (const string&in _sItemName, const uint _uAmount) |
bool | TOnCreatureInventoryEvent (Creature&in _Creature, const string&in _sItemName, const uint _uAmount) |
bool | TOnCreatureEvent (Creature&in _Creature) |
bool | TOnBuildingEvent (Building&in _Building) |
bool | TOnBuildingCreatureEvent (Building&in _Building, Creature[]&in _Creatures) |
bool | TOnSectorEvent (Sector@ _Sector, const uint8 _uPreviousOwnerFaction, const uint8 _uNewOwnerFaction) |
bool | TOnUIEvent (const uint8 _uPlayerFaction) |
bool | TOnUIEntityEvent (const uint8 _uPlayerFaction, Entity&in _Entity) |
bool | TOnTimerEvent () |