/
actions_processors.inc
1140 lines (1085 loc) · 34.5 KB
/
actions_processors.inc
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#if defined _actions_listeners_included
#endinput
#endif
#define _actions_listeners_included
methodmap ActionProcessor
{
};
native bool __action_setlistener(any action, ActionProcessor processor, Function fn, bool post);
native bool __action_removelistener(any action, ActionProcessor processor, Function fn, bool post);
public ActionProcessor __action_processor_OnStart;
public ActionProcessor __action_processor_Update;
public ActionProcessor __action_processor_OnEnd;
public ActionProcessor __action_processor_OnSuspend;
public ActionProcessor __action_processor_OnResume;
public ActionProcessor __action_processor_InitialContainedAction;
public ActionProcessor __action_processor_OnLeaveGround;
public ActionProcessor __action_processor_OnLandOnGround;
public ActionProcessor __action_processor_OnContact;
public ActionProcessor __action_processor_OnMoveToSuccess;
public ActionProcessor __action_processor_OnMoveToFailure;
public ActionProcessor __action_processor_OnStuck;
public ActionProcessor __action_processor_OnUnStuck;
public ActionProcessor __action_processor_OnPostureChanged;
public ActionProcessor __action_processor_OnAnimationActivityComplete;
public ActionProcessor __action_processor_OnAnimationActivityInterrupted;
public ActionProcessor __action_processor_OnAnimationEvent;
public ActionProcessor __action_processor_OnIgnite;
public ActionProcessor __action_processor_OnInjured;
public ActionProcessor __action_processor_OnKilled;
public ActionProcessor __action_processor_OnOtherKilled;
public ActionProcessor __action_processor_OnSight;
public ActionProcessor __action_processor_OnLostSight;
public ActionProcessor __action_processor_OnThreatChanged;
public ActionProcessor __action_processor_OnSound;
public ActionProcessor __action_processor_OnSpokeConcept;
public ActionProcessor __action_processor_OnNavAreaChanged;
public ActionProcessor __action_processor_OnModelChanged;
public ActionProcessor __action_processor_OnPickUp;
public ActionProcessor __action_processor_OnDrop;
public ActionProcessor __action_processor_OnShoved;
public ActionProcessor __action_processor_OnBlinded;
public ActionProcessor __action_processor_OnEnteredSpit;
public ActionProcessor __action_processor_OnHitByVomitJar;
public ActionProcessor __action_processor_OnCommandAttack;
public ActionProcessor __action_processor_OnCommandAssault;
public ActionProcessor __action_processor_OnCommandRetreat;
public ActionProcessor __action_processor_OnCommandPause;
public ActionProcessor __action_processor_OnCommandResume;
public ActionProcessor __action_processor_OnCommandString;
public ActionProcessor __action_processor_IsAbleToBlockMovementOf;
public ActionProcessor __action_processor_ShouldPickUp;
public ActionProcessor __action_processor_ShouldHurry;
public ActionProcessor __action_processor_IsHindrance;
public ActionProcessor __action_processor_SelectTargetPoint;
public ActionProcessor __action_processor_IsPositionAllowed;
public ActionProcessor __action_processor_QueryCurrentPath;
public ActionProcessor __action_processor_SelectMoreDangerousThreat;
public ActionProcessor __action_processor_OnCommandApproachByEntity;
public ActionProcessor __action_processor_OnCommandApproachByVector;
public ActionProcessor __action_processor_OnActorEmoted;
public ActionProcessor __action_processor_OnTerritoryContested;
public ActionProcessor __action_processor_OnTerritoryCaptured;
public ActionProcessor __action_processor_OnTerritoryLost;
public ActionProcessor __action_processor_OnWeaponFired;
public ActionProcessor __action_processor_OnWin;
public ActionProcessor __action_processor_OnLose;
typeset ActionHandler
{
/* OnStart, OnSuspend, OnResume */
function Action (any action, int actor, any priorAction, ActionResult result);
/* OnUpdate */
function Action (any action, int actor, float interval, ActionResult result);
/* OnEnd */
function void (any action, int actor, any priorAction, ActionResult result);
/* InitialContainedAction */
function Action (any action, int actor, any& child);
/* OnLeaveGround, OnLandOnGround, OnDrop, OnShoved, OnBlinded, OnHitByVomitJar, OnCommandAttack */
function Action (any action, int actor, int entity, ActionDesiredResult result);
/* OnContact */
function Action (any action, int actor, int entity, Address trace, ActionDesiredResult result);
/* OnMoveToSuccess */
function Action (any action, int actor, Address path, ActionDesiredResult result);
/* OnMoveToFailure */
function Action (any action, int actor, Address path, any type, ActionDesiredResult result);
/* OnStuck, OnUnStuck, OnPostureChanged, OnIgnite, OnModelChanged, OnEnteredSpit, OnCommandAssault, OnCommandResume */
function Action (any action, int actor, ActionDesiredResult result);
/* OnAnimationActivityComplete, OnAnimationActivityInterrupted */
function Action (any action, int actor, int activity, ActionDesiredResult result);
/* OnAnimationEvent */
function Action (any action, int actor, Address animevent, ActionDesiredResult result);
/* OnInjured, OnKilled */
function Action (any action, int actor, Address takedamageinfo, ActionDesiredResult result);
/* OnOtherKilled */
function Action (any action, int actor, int other, Address takedamageinfo, ActionDesiredResult result);
/* OnSight, OnLostSight, OnThreatChanged */
function Action (any action, int actor, int entity, ActionDesiredResult result);
/* OnSound */
function Action (any action, int actor, int entity, const float pos[3], Address keyvalues, ActionDesiredResult result);
/* OnSpokeConcept */
function Action (any action, int actor, int who, Address concept, Address response, Address unknown, ActionDesiredResult result);
/* OnNavAreaChanged */
function Action (any action, int actor, Address newArea, Address oldArea, ActionDesiredResult result);
/* OnPickUp */
function Action (any action, int actor, int entity, int giver, ActionDesiredResult result);
/* OnCommandApproachVector */
function Action (any action, int actor, const float pos[3], float range, ActionDesiredResult result);
/* OnCommandApproachEntity */
function Action (any action, int actor, int goal, ActionDesiredResult result);
/* OnCommandRetreat */
function Action (any action, int actor, int threat, float range, ActionDesiredResult result);
/* OnCommandPause */
function Action (any action, int actor, float duration, ActionDesiredResult result);
/* OnCommandString */
function Action (any action, int actor, const char[] command, ActionDesiredResult result);
/* IsAbleToBlockMovementOf */
function Action (any action, int actor, Address nextbot, ActionDesiredResult result);
/* OnTerritoryContested, OnTerritoryCaptured, OnTerritoryLost */
function Action (any action, int actor, int territory);
/* OnWin, OnLose */
function Action (any action, int actor);
/* OnWeaponFired */
function Action (any action, int actor, int who, int weapon);
/* OnActorEmoted */
function Action (any action, int actor, int emoter, int emote);
}
typeset ActionContextualHandler
{
/* ShouldPickUp, IsHindrance*/
function Action (any action, Address nextbot, int entity, QueryResultType& result);
/* ShouldHurry, ShouldRetreat */
function Action (any action, Address nextbot, QueryResultType& result);
/* ShouldAttack */
function Action (any action, Address nextbot, Address knownEntity, QueryResultType& result);
/* SelectTargetPoint */
function Action (any action, Address nextbot, int entity, float vec[3]);
/* IsPositionAllowed */
function Action (any action, Address nextbot, float vec[3], QueryResultType& result);
/* QueryCurrentPath */
function Action (any action, Address nextbot, Address& path);
/* SelectMoreDangerousThreat */
function Action (any action, Address nextbot, int entity, Address threat1, Address threat2, Address& knownEntity);
}
methodmap BehaviorActionListeners
{
// ====================================================================================================
// ACTION PRE EVENT HANDLERS
// ====================================================================================================
property ActionHandler OnStart
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnStart, func, false);
}
}
property ActionHandler Update
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_Update, func, false);
}
}
property ActionHandler OnEnd
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnEnd, func, false);
}
}
property ActionHandler OnSuspend
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnSuspend, func, false);
}
}
property ActionHandler OnResume
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnResume, func, false);
}
}
property ActionHandler InitialContainedAction
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_InitialContainedAction, func, false);
}
}
property ActionHandler OnLeaveGround
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnLeaveGround, func, false);
}
}
property ActionHandler OnLandOnGround
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnLandOnGround, func, false);
}
}
property ActionHandler OnContact
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnContact, func, false);
}
}
property ActionHandler OnMoveToSuccess
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnMoveToSuccess, func, false);
}
}
property ActionHandler OnMoveToFailure
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnMoveToFailure, func, false);
}
}
property ActionHandler OnStuck
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnStuck, func, false);
}
}
property ActionHandler OnUnStuck
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnUnStuck, func, false);
}
}
property ActionHandler OnPostureChanged
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnPostureChanged, func, false);
}
}
property ActionHandler OnAnimationActivityComplete
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnAnimationActivityComplete, func, false);
}
}
property ActionHandler OnAnimationActivityInterrupted
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnAnimationActivityInterrupted, func, false);
}
}
property ActionHandler OnAnimationEvent
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnAnimationEvent, func, false);
}
}
property ActionHandler OnIgnite
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnIgnite, func, false);
}
}
property ActionHandler OnInjured
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnInjured, func, false);
}
}
property ActionHandler OnKilled
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnKilled, func, false);
}
}
property ActionHandler OnOtherKilled
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnOtherKilled, func, false);
}
}
property ActionHandler OnSight
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnSight, func, false);
}
}
property ActionHandler OnLostSight
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnLostSight, func, false);
}
}
property ActionHandler OnThreatChanged
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnThreatChanged, func, false);
}
}
property ActionHandler OnSound
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnSound, func, false);
}
}
property ActionHandler OnSpokeConcept
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnSpokeConcept, func, false);
}
}
property ActionHandler OnNavAreaChanged
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnNavAreaChanged, func, false);
}
}
property ActionHandler OnModelChanged
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnModelChanged, func, false);
}
}
property ActionHandler OnPickUp
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnPickUp, func, false);
}
}
property ActionHandler OnDrop
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnDrop, func, false);
}
}
property ActionHandler OnShoved
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnShoved, func, false);
}
}
property ActionHandler OnBlinded
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnBlinded, func, false);
}
}
property ActionHandler OnEnteredSpit
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnEnteredSpit, func, false);
}
}
property ActionHandler OnHitByVomitJar
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnHitByVomitJar, func, false);
}
}
property ActionHandler OnCommandAttack
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandAttack, func, false);
}
}
property ActionHandler OnCommandAssault
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandAssault, func, false);
}
}
property ActionHandler OnCommandRetreat
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandRetreat, func, false);
}
}
property ActionHandler OnCommandPause
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandPause, func, false);
}
}
property ActionHandler OnCommandResume
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandResume, func, false);
}
}
property ActionHandler OnCommandString
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandString, func, false);
}
}
property ActionHandler IsAbleToBlockMovementOf
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_IsAbleToBlockMovementOf, func, false);
}
}
property ActionHandler OnCommandApproachByEntity
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandApproachByEntity, func, false);
}
}
property ActionHandler OnCommandApproachByVector
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandApproachByVector, func, false);
}
}
property ActionHandler OnActorEmoted
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnActorEmoted, func, false);
}
}
property ActionHandler OnTerritoryContested
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnTerritoryContested, func, false);
}
}
property ActionHandler OnTerritoryCaptured
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnTerritoryCaptured, func, false);
}
}
property ActionHandler OnTerritoryLost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnTerritoryLost, func, false);
}
}
property ActionHandler OnWeaponFired
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnWeaponFired, func, false);
}
}
property ActionHandler OnWin
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnWin, func, false);
}
}
property ActionHandler OnLose
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnLose, func, false);
}
}
// ====================================================================================================
// ACTION PRE CONTEXTUAL HANDLERS
// ====================================================================================================
property ActionContextualHandler ShouldPickUp
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_ShouldPickUp, func, false);
}
}
property ActionContextualHandler ShouldHurry
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_ShouldHurry, func, false);
}
}
property ActionContextualHandler IsHindrance
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_IsHindrance, func, false);
}
}
property ActionContextualHandler SelectTargetPoint
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_SelectTargetPoint, func, false);
}
}
property ActionContextualHandler IsPositionAllowed
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_IsPositionAllowed, func, false);
}
}
property ActionContextualHandler QueryCurrentPath
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_QueryCurrentPath, func, false);
}
}
// ====================================================================================================
// ACTION POST EVENT HANDLERS
// ====================================================================================================
property ActionHandler OnStartPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnStart, func, true);
}
}
property ActionHandler UpdatePost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_Update, func, true);
}
}
property ActionHandler OnEndPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnEnd, func, true);
}
}
property ActionHandler OnSuspendPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnSuspend, func, true);
}
}
property ActionHandler OnResumePost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnResume, func, true);
}
}
property ActionHandler InitialContainedActionPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_InitialContainedAction, func, true);
}
}
property ActionHandler OnLeaveGroundPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnLeaveGround, func, true);
}
}
property ActionHandler OnLandOnGroundPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnLandOnGround, func, true);
}
}
property ActionHandler OnContactPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnContact, func, true);
}
}
property ActionHandler OnMoveToSuccessPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnMoveToSuccess, func, true);
}
}
property ActionHandler OnMoveToFailurePost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnMoveToFailure, func, true);
}
}
property ActionHandler OnStuckPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnStuck, func, true);
}
}
property ActionHandler OnUnStuckPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnUnStuck, func, true);
}
}
property ActionHandler OnPostureChangedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnPostureChanged, func, true);
}
}
property ActionHandler OnAnimationActivityCompletePost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnAnimationActivityComplete, func, true);
}
}
property ActionHandler OnAnimationActivityInterruptedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnAnimationActivityInterrupted, func, true);
}
}
property ActionHandler OnAnimationEventPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnAnimationEvent, func, true);
}
}
property ActionHandler OnIgnitePost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnIgnite, func, true);
}
}
property ActionHandler OnInjuredPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnInjured, func, true);
}
}
property ActionHandler OnKilledPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnKilled, func, true);
}
}
property ActionHandler OnOtherKilledPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnOtherKilled, func, true);
}
}
property ActionHandler OnSightPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnSight, func, true);
}
}
property ActionHandler OnLostSightPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnLostSight, func, true);
}
}
property ActionHandler OnThreatChangedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnThreatChanged, func, true);
}
}
property ActionHandler OnSoundPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnSound, func, true);
}
}
property ActionHandler OnSpokeConceptPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnSpokeConcept, func, true);
}
}
property ActionHandler OnNavAreaChangedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnNavAreaChanged, func, true);
}
}
property ActionHandler OnModelChangedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnModelChanged, func, true);
}
}
property ActionHandler OnPickUpPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnPickUp, func, true);
}
}
property ActionHandler OnDropPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnDrop, func, true);
}
}
property ActionHandler OnShovedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnShoved, func, true);
}
}
property ActionHandler OnBlindedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnBlinded, func, true);
}
}
property ActionHandler OnEnteredSpitPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnEnteredSpit, func, true);
}
}
property ActionHandler OnHitByVomitJarPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnHitByVomitJar, func, true);
}
}
property ActionHandler OnCommandAttackPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandAttack, func, true);
}
}
property ActionHandler OnCommandAssaultPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandAssault, func, true);
}
}
property ActionHandler OnCommandRetreatPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandRetreat, func, true);
}
}
property ActionHandler OnCommandPausePost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandPause, func, true);
}
}
property ActionHandler OnCommandResumePost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandResume, func, true);
}
}
property ActionHandler OnCommandStringPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandString, func, true);
}
}
property ActionHandler IsAbleToBlockMovementOfPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_IsAbleToBlockMovementOf, func, true);
}
}
property ActionHandler OnCommandApproachByEntityPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandApproachByEntity, func, true);
}
}
property ActionHandler OnCommandApproachByVectorPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnCommandApproachByVector, func, true);
}
}
property ActionHandler OnActorEmotedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnActorEmoted, func, true);
}
}
property ActionHandler OnTerritoryContestedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnTerritoryContested, func, true);
}
}
property ActionHandler OnTerritoryCapturedPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnTerritoryCaptured, func, true);
}
}
property ActionHandler OnTerritoryLostPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnTerritoryLost, func, true);
}
}
property ActionHandler OnWeaponFiredPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnWeaponFired, func, true);
}
}
property ActionHandler OnWinPost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnWin, func, true);
}
}
property ActionHandler OnLosePost
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_OnLose, func, true);
}
}
// ====================================================================================================
// ACTION POST CONTEXTUAL HANDLERS
// ====================================================================================================
property ActionContextualHandler ShouldPickUpPost
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_ShouldPickUp, func, true);
}
}
property ActionContextualHandler ShouldHurryPost
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_ShouldHurry, func, true);
}
}
property ActionContextualHandler IsHindrancePost
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_IsHindrance, func, true);
}
}
property ActionContextualHandler SelectTargetPointPost
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_SelectTargetPoint, func, true);
}
}
property ActionContextualHandler IsPositionAllowedPost
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_IsPositionAllowed, func, true);
}
}
property ActionContextualHandler QueryCurrentPathPost
{
public set(ActionContextualHandler func)
{
__action_setlistener(this, __action_processor_QueryCurrentPath, func, true);
}
}
/* This is for backwards compatibility */
/* For some reason in previous versions I named them incorrectly */
property ActionHandler OnUpdate
{
public set(ActionHandler func)
{
__action_setlistener(this, __action_processor_Update, func, false);
}
}