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Old 09-06-2002, 03:16 PM   #1   Add To Ignore List  
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Joined: Nov 2001
Location: Madrid, España
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Default Adding my own event

We have seen the serious sam ++ code, and we want to add the change target entity to our mod.

We have seen that at the top of the code of the entity, it has the code of a new event that has been added.
Well we have inserted the code to the SE mod we are doing, and we have a lot of errors with the compile., because all the entitys that call that event, don't recognize that event.

So how do we do to make all the entitys recognize that new event that we have added. I have seen that in the Baseevents.h, there are a lot of declarations of the events, but we want to know before changing that file that is in the engine, how do you make to insert your own events.
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Old 09-06-2002, 08:26 PM   #2   Add To Ignore List  
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Check out one of the other entities in the SS++ source codes.

For example, in Teleport, the following had to be added:

(1) A uses clause for the TargetChanger entity, so the entity will know what's the EChangeTarget event:
uses "Entities/TargetChanger";
(2) An on statement inside the wait(), telling the entity to change its target once an event is received:
// if required to change the target
on(EChangeTarget eChangeTarget): {
  m_penTarget= eChangeTarget.penNewTarget;
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