Difference between revisions of "Script/LogicCallbacks"

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(Callback Function Signatures)
(Callback Function Signatures)
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===Callback Function Signatures===
 
===Callback Function Signatures===
Below is a list of function signatures used to register event callbacks.
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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.
  
 
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{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'

Revision as of 14:13, 23 September 2016

Callback Function Signatures

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 TOnCreatureEvent (Creature&in _Creature)
bool TOnBuildingEvent (Building&in _Building)
bool TOnUIEvent ()
bool TOnUIEntityEvent (Entity&in _Entity)
bool TOnTimerEvent ()

Callback Function Signatures

Below is a list of function signatures used to register event callbacks.

bool TOnHeroPartyEvent (Creature&in _Creature)
bool TOnInventoryEvent (const string&in _sItemName, const uint _uAmount)
bool TOnCreatureEvent (Creature&in _Creature)
bool TOnBuildingEvent (Building&in _Building)
bool TOnUIEvent ()
bool TOnUIEntityEvent (Entity&in _Entity)
bool TOnTimerEvent ()