User talk:^Ben: Difference between revisions
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[[Valve Developer TidBits]] | [[Valve Developer TidBits]] | ||
Game Event System | |||
Creating Events | |||
IGameEvent *event = gameeventmanager->CreateEvent( "player_death" ); | |||
if( event ) | |||
{ | |||
event->SetInt("userid", pVictim->GetUserID() ); | |||
event->SetInt("attacker", killer_ID ); | |||
event->SetString("weapon", killer_weapon_name ); | |||
gameeventmanager->FireEvent( event ); | |||
} | |||
Listening for Events | |||
gameeventmanager->AddListener( this, "player_death", false ); | |||
Capturing Events | |||
void CMapOverview::FireGameEvent( IGameEvent *event ) | |||
{ | |||
const char * type = event->GetName(); | |||
if ( Q_strcmp(type, "player_death") == 0 ) | |||
{ | |||
} | |||
} |
Revision as of 05:09, 2 May 2006
http://www.student.kun.nl/rvanhoorn/Optimization.htm
Game Event System
Creating Events
IGameEvent *event = gameeventmanager->CreateEvent( "player_death" ); if( event ) { event->SetInt("userid", pVictim->GetUserID() ); event->SetInt("attacker", killer_ID ); event->SetString("weapon", killer_weapon_name ); gameeventmanager->FireEvent( event ); }
Listening for Events
gameeventmanager->AddListener( this, "player_death", false );
Capturing Events
void CMapOverview::FireGameEvent( IGameEvent *event ) { const char * type = event->GetName(); if ( Q_strcmp(type, "player_death") == 0 ) { } }