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