本文整理汇总了C++中CClientEntity::CallEvent方法的典型用法代码示例。如果您正苦于以下问题:C++ CClientEntity::CallEvent方法的具体用法?C++ CClientEntity::CallEvent怎么用?C++ CClientEntity::CallEvent使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CClientEntity
的用法示例。
在下文中一共展示了CClientEntity::CallEvent方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: LUA_DECLARE
static LUA_DECLARE( destroy )
{
CClientEntity *entity = (CClientEntity*)lua_touserdata( L, lua_upvalueindex( 1 ) );
// Before we do anything, fire the on-destroy event
// This is placed here as calling from destructor is invalid (due to C++ class integrity)
entity->CallEvent( "onClientElementDestroy", L, 0 );
return 0;
}
示例2: Callback_OnLeave
void CClientPickup::Callback_OnLeave ( CClientColShape& Shape, CClientEntity& Entity )
{
if ( IS_PLAYER ( &Entity ) )
{
bool bMatchingDimensions = (GetDimension () == Entity.GetDimension ()); // Matching dimensions?
// Call the pickup leave event (source = the pickup that was left)
CLuaArguments Arguments;
Arguments.PushElement ( &Entity ); // The element that left the pickup
Arguments.PushBoolean ( bMatchingDimensions );
CallEvent ( "onClientPickupLeave", Arguments, true);
// Call the player pickup leave event (source = the player that left the pickup)
CLuaArguments Arguments2;
Arguments2.PushElement ( this ); // The pickup that was left (this)
Arguments2.PushBoolean ( bMatchingDimensions );
Entity.CallEvent ( "onClientPlayerPickupLeave", Arguments2, true );
}
}