//////////////////////////////////////////////////////////////////////////// // // Crytek Engine Source File. // Copyright (C), Crytek Studios, 2001-2004. // ------------------------------------------------------------------------- // File name: ObjectEvent.h // Version: v1.00 // Created: 13/5/2004 by Timur. // Compilers: Visual Studio.NET 2003 // Description: // ------------------------------------------------------------------------- // History: // //////////////////////////////////////////////////////////////////////////// #ifndef __ObjectEvent_h__ #define __ObjectEvent_h__ #pragma once //! Standart objects types. enum ObjectType { OBJTYPE_GROUP = 1<<0, OBJTYPE_TAGPOINT = 1<<1, OBJTYPE_AIPOINT = 1<<2, OBJTYPE_ENTITY = 1<<3, OBJTYPE_SHAPE = 1<<4, OBJTYPE_VOLUME = 1<<5, OBJTYPE_BRUSH = 1<<6, OBJTYPE_PREFAB = 1<<7, OBJTYPE_ANY = 0xFFFFFFFF, }; ////////////////////////////////////////////////////////////////////////// //! Events that objects may want to handle. //! Passed to OnEvent method of CBaseObject. enum ObjectEvent { EVENT_INGAME = 1, //!< Signals that editor is switching into the game mode. EVENT_OUTOFGAME, //!< Signals that editor is switching out of the game mode. EVENT_REFRESH, //!< Signals that editor is refreshing level. EVENT_AFTER_LOAD, //!< Signals that editor is finished loading all objects. EVENT_PLACE_STATIC, //!< Signals that editor needs to place all static objects on terrain. EVENT_REMOVE_STATIC,//!< Signals that editor needs to remove all static objects from terrain. EVENT_DBLCLICK, //!< Signals that object have been double clicked. EVENT_KEEP_HEIGHT, //!< Signals that object must preserve its height over changed terrain. EVENT_UNLOAD_ENTITY,//!< Signals that entities scripts must be unloaded. EVENT_RELOAD_ENTITY,//!< Signals that entities scripts must be reloaded. EVENT_RELOAD_TEXTURES,//!< Signals that all posible textures in objects should be reloaded. EVENT_RELOAD_GEOM, //!< Signals that all posible geometries should be reloaded. EVENT_UNLOAD_GEOM, //!< Signals that all posible geometries should be unloaded. EVENT_MISSION_CHANGE, //!< Signals that mission have been changed. EVENT_CLEAR_AIGRAPH,//!< Signals that ai graph is about to be deleted. EVENT_PREFAB_REMAKE,//!< Recreate all objects in prefabs. EVENT_PHYSICS_GETSTATE,//!< Signals that entities should accept thier phyical state from game. EVENT_PHYSICS_RESETSTATE,//!< Signals that physics state must be reseted on objects. }; #endif // __ObjectEvent_h__