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EventHandlerManagerComponent.c
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1 /*
2 ===========================================
3 Do not modify, this script is generated
4 ===========================================
5 */
6 
13 {
14 }
15 
16 class EventHandlerManagerComponent: GameComponent
17 {
33  proto void RaiseEvent(string eventName, int argsCount, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL);
34  proto void RegisterScriptHandler(string eventName, Managed inst, func callback, bool delayed = true, bool singleUse = false);
35  proto void RemoveScriptHandler(string eventName, Managed inst, func callback, bool delayed = true);
37  proto external int GetEventHandlers(out notnull array<BaseEventHandler> outEventHandlers);
38 }
39 
GameComponentClass
Definition: GameComponentClass.c:7
func
func
Definition: SCR_AIThreatSystem.c:5
EventHandlerManagerComponentClass
Definition: EventHandlerManagerComponent.c:12
NULL
PauseMenuUI NULL
RemoveScriptHandler
proto void RemoveScriptHandler(string eventName, Managed inst, func callback, bool delayed=true)
RegisterScriptHandler
proto void RegisterScriptHandler(string eventName, Managed inst, func callback, bool delayed=true, bool singleUse=false)
GetEventHandlers
proto external int GetEventHandlers(out notnull array< BaseEventHandler > outEventHandlers)
Returns a list and count of all event handlers.
callback
DownloadConfigCallback callback
RaiseEvent
EventHandlerManagerComponentClass GameComponentClass RaiseEvent(string eventName, int argsCount, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
GameComponent
Definition: GameComponent.c:12