Event handlers handle events on a per-game or per-map level. This means that
they are registered when you start a new game or map, and un-register when you
finish the game or map. This is unlike StaticEventHandler
, which registers
when the engine is started, and un-registers when it exits.
All of the virtual functions on EventHandler
have empty implementations by
default, so you only need to override the events your event handler needs to
override.
See StaticEventHandler
for more information on the events that can be
overridden on this type.
class EventHandler : StaticEventHandler
{
clearscope static StaticEventHandler Find(class<StaticEventHandler> type);
clearscope static void SendNetworkEvent(string name, int arg1 = 0, int arg2 = 0, int arg3 = 0);
}
Finds and returns the StaticEventHandler
type type
if it is registered, or
null
if it does not exist. It should be noted that this is exactly the same
as StaticEventHandler
's, and does not actually check for EventHandlers
,
although due to inheritance will return them correctly.
Sends a network event with no activator.