User talk:^Ben: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
| Line 2: | Line 2: | ||
[[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 )
{
}
}