![]() ![]() ![]() Target is set to the damage source, just before Kill ACS scripts areĬalled and the rest of the death handling is done. Virtual void WorldThingDied( WorldEvent e)Ĭalled after Actor. Virtual void WorldThingSpawned( WorldEvent e)Ĭalled directly after Thinker. Virtual void WorldUnloaded( WorldEvent e)Ĭalled directly after Unloading ACS scripts, just before the level This is called when the engine shuts down, so it isn't particularlyĬalled directly after the status bar is attached to the player andĪfter ReOpen ACS scripts are called, just before the display is SetOrder, and set IsUiProcessor and RequireMouse.Ĭalled when this type is un-registered. Overview of class methodsĬalled when this type is registered. Is registered, or null if it does not exist. Interact with the game directly, or it will act nondeterministicallyĬlearScope static StaticEventHandler Find(class type)įinds and returns the static event handler with the type type if it To make sure that variables kept in a static event handler don't Handlers are per-instance rather than per-game, care should be taken Nondeterministic - Do not rely on its outcome Because static event Implementations by default, so you only need to override the eventsĭifferences in virtual function behaviour are listed in the When a new game or map is started, and un-registers when it ends.Īll of the virtual functions on StaticEventHandler have empty This is unlike EventHandler, which registers Means that they are registered when you start GZDoom, and un-register Static event handlers handle events on a per-instance level. StaticEventHandler Show declaration class StaticEventHandler : Object play version("2.4") ![]()
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