#include "precompiled.h" #include "EventHandlers.h" #include "Entity.h" CEventAttack::CEventAttack( CEntity* target ) : CScriptEvent( L"attack", EVENT_ATTACK, true ) { m_target = target; AddLocalProperty( L"target", &m_target ); } CEventGather::CEventGather( CEntity* target ) : CScriptEvent( L"gather", EVENT_GATHER, true ) { m_target = target; AddLocalProperty( L"target", &m_target ); } CEventDamage::CEventDamage( CEntity* inflictor, CDamageType* damage ) : CScriptEvent( L"takesDamage", EVENT_DAMAGE, true ) { m_inflictor = inflictor; m_damage = damage; AddLocalProperty( L"inflictor", &m_inflictor, true ); AddLocalProperty( L"damage", &m_damage ); } CEventTargetChanged::CEventTargetChanged( CEntity* target ) : CScriptEvent( L"targetChanged", EVENT_TARGET_CHANGED, false ) { m_target = target; m_defaultAction = -1; m_defaultCursor = L"arrow-default"; AddLocalProperty( L"target", &m_target, true ); AddLocalProperty( L"defaultAction", &m_defaultAction ); AddLocalProperty( L"defaultCursor", &m_defaultCursor ); } CEventPrepareOrder::CEventPrepareOrder( CEntity* target, int orderType ) : CScriptEvent( L"prepareOrder", EVENT_PREPARE_ORDER, true ) { m_target = target; m_orderType = orderType; AddLocalProperty( L"target", &m_target, true ); AddLocalProperty( L"orderType", &m_orderType, true ); } CEventOrderTransition::CEventOrderTransition( int orderPrevious, int orderCurrent, CEntity*& target, CVector3D& worldPosition ) : CScriptEvent( L"orderTransition", EVENT_ORDER_TRANSITION, true ) { m_orderPrevious = orderPrevious; m_orderCurrent = orderCurrent; m_target = ⌖ m_worldPosition = &worldPosition; AddLocalProperty( L"orderPrevious", &m_orderPrevious, true ); AddLocalProperty( L"orderCurrent", &m_orderCurrent ); AddLocalProperty( L"target", m_target ); AddLocalProperty( L"position", m_worldPosition ); }