IGameEventManager: Difference between revisions
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== Note on IGameEventManager2 == | == Note on IGameEventManager2 == | ||
With the release of the updated SDK for Ep1 the IGameEventManager was upgraded to version 2. This version allows for registering for only the events that are explicitly desired instead of registering for all events. ''Beware'' of changes in the API for this version. | With the release of the updated SDK for Ep1 the IGameEventManager was upgraded to version 2. This version allows for registering for only the events that are explicitly desired instead of registering for all events. '''Beware''' of changes in the API for this version. | ||
== See Also == | == See Also == | ||
* {{doxygen|igameevents_8h-source.html igameevents.h on HL2 SDK Doxygen}} | * {{doxygen|igameevents_8h-source.html igameevents.h on HL2 SDK Doxygen}} | ||
[[Category:Programming]][[Category:Interfaces]] | [[Category:Programming]][[Category:Interfaces]] |
Revision as of 13:06, 16 August 2006
Getting an Instance if the IGameEventManager
bool Plugin::Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) { IGameEventManager2* gameeventmanager = (IGameEventManager2*) interfaceFactory( INTERFACEVERSION_GAMEEVENTSMANAGER2, NULL); }
Subscribing for Events
void Plugin::LevelInit( char const* pMapName ) { Msg( "Level \"%s\" has been loaded\n", pMapName ); gameeventmanager->AddListener( this, "player_say", true ); }
Note on IGameEventManager2
With the release of the updated SDK for Ep1 the IGameEventManager was upgraded to version 2. This version allows for registering for only the events that are explicitly desired instead of registering for all events. Beware of changes in the API for this version.