#[repr(C)]pub struct NPCHandlerVTable {Show 22 fields
pub on_npc_finish_move: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC),
pub on_npc_create: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC),
pub on_npc_destroy: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC),
pub on_npc_spawn: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC),
pub on_npc_respawn: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC),
pub on_npc_weapon_state_change: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32, i32),
pub on_npc_take_damage: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayer, f32, u32, i32) -> bool,
pub on_npc_give_damage: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayer, f32, u32, i32) -> bool,
pub on_npc_death: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayer, i32),
pub on_npc_shot_missed: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *const PlayerBulletData) -> bool,
pub on_npc_shot_player: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayer, *const PlayerBulletData) -> bool,
pub on_npc_shot_npc: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut INPC, *const PlayerBulletData) -> bool,
pub on_npc_shot_vehicle: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IVehicle, *const PlayerBulletData) -> bool,
pub on_npc_shot_object: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IObject, *const PlayerBulletData) -> bool,
pub on_npc_shot_player_object: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayerObject, *const PlayerBulletData) -> bool,
pub on_npc_playback_start: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32),
pub on_npc_playback_end: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32),
pub on_npc_finish_node_point: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32, u32),
pub on_npc_finish_node: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32),
pub on_npc_change_node: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32, i32) -> bool,
pub on_npc_finish_move_path_point: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32, i32),
pub on_npc_finish_move_path: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32),
}Expand description
NPCEventHandler in Server/Components/NPCs/npcs.hpp.
Fields§
§on_npc_finish_move: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC)void onNPCFinishMove(INPC &).
on_npc_create: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC)void onNPCCreate(INPC &).
on_npc_destroy: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC)void onNPCDestroy(INPC &).
on_npc_spawn: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC)void onNPCSpawn(INPC &).
on_npc_respawn: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC)void onNPCRespawn(INPC &).
on_npc_weapon_state_change: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32, i32)void onNPCWeaponStateChange(INPC &, PlayerWeaponState, PlayerWeaponState).
on_npc_take_damage: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayer, f32, u32, i32) -> boolbool onNPCTakeDamage(INPC &, IPlayer &, float, uint8_t, BodyPart).
on_npc_give_damage: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayer, f32, u32, i32) -> boolbool onNPCGiveDamage(INPC &, IPlayer &, float, uint8_t, BodyPart).
on_npc_death: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayer, i32)void onNPCDeath(INPC &, IPlayer *, int).
on_npc_shot_missed: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *const PlayerBulletData) -> boolbool onNPCShotMissed(INPC &, const PlayerBulletData &).
on_npc_shot_player: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayer, *const PlayerBulletData) -> boolbool onNPCShotPlayer(INPC &, IPlayer &, const PlayerBulletData &).
on_npc_shot_npc: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut INPC, *const PlayerBulletData) -> boolbool onNPCShotNPC(INPC &, INPC &, const PlayerBulletData &).
on_npc_shot_vehicle: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IVehicle, *const PlayerBulletData) -> boolbool onNPCShotVehicle(INPC &, IVehicle &, const PlayerBulletData &).
on_npc_shot_object: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IObject, *const PlayerBulletData) -> boolbool onNPCShotObject(INPC &, IObject &, const PlayerBulletData &).
on_npc_shot_player_object: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, *mut IPlayerObject, *const PlayerBulletData) -> boolbool onNPCShotPlayerObject(INPC &, IPlayerObject &, const PlayerBulletData &).
on_npc_playback_start: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32)void onNPCPlaybackStart(INPC &, int).
on_npc_playback_end: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32)void onNPCPlaybackEnd(INPC &, int).
on_npc_finish_node_point: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32, u32)void onNPCFinishNodePoint(INPC &, int, uint16_t).
on_npc_finish_node: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32)void onNPCFinishNode(INPC &, int).
on_npc_change_node: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32, i32) -> boolbool onNPCChangeNode(INPC &, int, int).
on_npc_finish_move_path_point: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32, i32)void onNPCFinishMovePathPoint(INPC &, int, int).
on_npc_finish_move_path: unsafe extern "thiscall" fn(*mut NPCHandler, *mut INPC, i32)void onNPCFinishMovePath(INPC &, int).
Implementations§
Source§impl NPCHandlerVTable
impl NPCHandlerVTable
Sourcepub const DEFAULT: NPCHandlerVTable
pub const DEFAULT: NPCHandlerVTable
Every entry doing what the C++ handler’s own body does.
Trait Implementations§
Source§impl Clone for NPCHandlerVTable
impl Clone for NPCHandlerVTable
Source§fn clone(&self) -> NPCHandlerVTable
fn clone(&self) -> NPCHandlerVTable
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more