Added more tests for new snippets gossip, server, creature

This commit is contained in:
2024-02-24 18:46:28 -05:00
parent 09577ba223
commit 1447152797
4 changed files with 574 additions and 0 deletions

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const MyCreatureEntry2 = 10000;
const onCreatureAIUpdate: creature_event_on_aiupdate = (event: number, creature: Creature, diff: number): boolean => {
// Implementation
return true;
};
// Register Creature Event on AI Update
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_AIUPDATE, (...args) => onCreatureAIUpdate(...args));
const onCreatureDamage: creature_event_on_damage_taken = (event: number, creature: Creature, attacker: Creature, damage: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Damage Taken
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_DAMAGE_TAKEN, (...args) => onCreatureDamage(...args));
const onCreatureDied: creature_event_on_died = (event: number, creature: Creature, killer: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Died
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_DIED, (...args) => onCreatureDied(...args));
const onCreatureEnterCombat: creature_event_on_enter_combat = (event: number, creature: Creature, target: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Enter Combat
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_ENTER_COMBAT, (...args) => onCreatureEnterCombat(...args));
const onCreatureLeaveCombat: creature_event_on_leave_combat = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Leave Combat
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_LEAVE_COMBAT, (...args) => onCreatureLeaveCombat(...args));
const onCreatureReachWP: creature_event_on_reach_wp = (event: number, creature: Creature, type: number, id: number): boolean => {
// Implementation
return false;
};
// Register Creature Event on Reach Waypoint
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_REACH_WP, (...args) => onCreatureReachWP(...args));
const onCreatureRecEmote: creature_event_on_receive_emote = (event: number, creature: Creature, player: Player, emoteId: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Receive Emote
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_RECEIVE_EMOTE, (...args) => onCreatureRecEmote(...args));
const onCreatureSpawn: creature_event_on_spawn = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Spawn
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SPAWN, (...args) => onCreatureSpawn(...args));
const onCreatureTargetDied: creature_event_on_target_died = (event: number, creature: Creature, victim: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Target Died
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_TARGET_DIED, (...args) => onCreatureTargetDied(...args));
const onCreaturePreCombat: creature_event_on_pre_combat = (event: number, creature: Creature, target: Creature): boolean => {
// Implementation
return false;
};
// Register Creature Event on Pre Combat
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_PRE_COMBAT, (...args) => onCreaturePreCombat(...args));
const onCreatureOwnerAttacked: creature_event_on_owner_attacked = (event: number, creature: Creature, target: Creature): boolean => {
// Implementation
return false;
};
// Register Creature Event on Owner Attacked
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_OWNER_ATTACKED, (...args) => onCreatureOwnerAttacked(...args));
const onCreatureHitBySpell: creature_event_on_hit_by_spell = (event: number, creature: Creature, caster: Creature, spellId: number): boolean => {
// Implementation
return false;
};
// Register Creature Event on Hit By Spell
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_HIT_BY_SPELL, (...args) => onCreatureHitBySpell(...args));
const onCreatureOwnerAttackedAt: creature_event_on_owner_attacked_at = (event: number, creature: Creature, attacker: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Owner Attacked At
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_OWNER_ATTACKED_AT, (...args) => onCreatureOwnerAttackedAt(...args));
const onCreatureSummoned: creature_event_on_summoned = (event: number, creature: Creature, summoner: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Summoned
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SUMMONED, (...args) => onCreatureSummoned(...args));
const onCreatureSpellHitTarget: creature_event_on_spell_hit_target = (event: number, creature: Creature, target: Creature, spellId: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Spell Hit Target
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SPELL_HIT_TARGET, (...args) => onCreatureSpellHitTarget(...args));
const onCreatureJustSummoned: creature_event_on_just_summoned_creature = (event: number, creature: Creature, summon: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Just Summoned Creature
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_JUST_SUMMONED_CREATURE, (...args) => onCreatureJustSummoned(...args));
const onCreatureSummonedDespawn: creature_event_on_summoned_creature_despawn = (event: number, creature: Creature, summon: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Summoned Creature Despawn
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SUMMONED_CREATURE_DESPAWN, (...args) => onCreatureSummonedDespawn(...args));
const onCreatureSummonedDied: creature_event_on_summoned_creature_died = (event: number, creature: Creature, summon: Creature, killer: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Summoned Creature Died
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_SUMMONED_CREATURE_DIED, (...args) => onCreatureSummonedDied(...args));
const onCreatureReset: creature_event_on_reset = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Reset
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_RESET, (...args) => onCreatureReset(...args));
const onCreatureReachHome: creature_event_on_reach_home = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Reach Home
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_REACH_HOME, (...args) => onCreatureReachHome(...args));
const onCreatureCorpseRemoved: creature_event_on_corpse_removed = (event: number, creature: Creature, respawnDelay: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Corpse Removed
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_CORPSE_REMOVED, (...args) => onCreatureCorpseRemoved(...args));
const onCreatureMoveInLOS: creature_event_on_move_in_los = (event: number, creature: Creature, unit: Unit): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Move in Line of Sight
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_MOVE_IN_LOS, (...args) => onCreatureMoveInLOS(...args));
const onCreatureDummyEffect: creature_event_on_dummy_effect = (event: number, caster: Unit, spellId: number, effIndex: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Dummy Effect
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_DUMMY_EFFECT, (...args) => onCreatureDummyEffect(...args));
const onCreatureQuestAccept: creature_event_on_quest_accept = (event: number, player: Player, creature: Creature, quest: Quest): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Quest Accept
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_QUEST_ACCEPT, (...args) => onCreatureQuestAccept(...args));
const onCreatureQuestReward: creature_event_on_quest_reward = (event: number, player: Player, creature: Creature, quest: Quest, opt: number): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Quest Reward
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_QUEST_REWARD, (...args) => onCreatureQuestReward(...args));
const onCreatureDialodStatus: creature_event_on_dialog_status = (event: number, player: Player, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Dialog Status
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_DIALOG_STATUS, (...args) => onCreatureDialodStatus(...args));
const onCreatureAdd: creature_event_on_add = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Add
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_ADD, (...args) => onCreatureAdd(...args));
const onCreatureRemove: creature_event_on_remove = (event: number, creature: Creature): boolean => {
// Implementation
return false; // return true to stop normal action
};
// Register Creature Event on Remove
RegisterCreatureEvent(MyCreatureEntry, CreatureEvents.CREATURE_EVENT_ON_REMOVE, (...args) => onCreatureRemove(...args));

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const MyGameObjectID = 1000000;
const onGameObjAdd: gameobject_event_on_add = (event: number, gameObject: GameObject) => {
// Implementation
};
// Register GameObject Event on Add
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_ADD, (...args) => onGameObjAdd(...args));
const onGameObjAiUpdate: gameobject_event_on_aiupdate = (event: number, gameObject: GameObject, diff: number) => {
// Implementation
};
// Register GameObject Event on AI Update
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_AIUPDATE, (...args) => onGameObjAiUpdate(...args));
const onGameObjDamage: gameobject_event_on_damaged = (event: number, gameObject: GameObject, attacker: any) => {
// Implementation
};
// Register GameObject Event on Damaged
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_DAMAGED, (...args) => onGameObjDamage(...args));
const onGameObjDestroyed: gameobject_event_on_destroyed = (event: number, gameObject: GameObject, attacker: any) => {
// Implementation
};
// Register GameObject Event on Destroyed
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_DESTROYED, (...args) => onGameObjDestroyed(...args));
const onGameObjDialogStatus: gameobject_event_on_dialog_status = (event: number, player: Player, gameObject: GameObject) => {
// Implementation
};
// Register GameObject Event on Dialog Status
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_DIALOG_STATUS, (...args) => onGameObjDialogStatus(...args));
const onGameObjDummyEff: gameobject_event_on_dummy_effect = (event: number, caster: any, spellId: number, effectIndex: number, gameObject: GameObject): boolean => {
// Implementation
return false;
};
// Register GameObject Event on Dummy Effect
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_DUMMY_EFFECT, (...args) => onGameObjDummyEff(...args));
const onGameObjLootChange: gameobject_event_on_loot_state_change = (event: number, gameObject: GameObject, state: any) => {
// Implementation
};
// Register GameObject Event on Loot State Change
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE, (...args) => onGameObjLootChange(...args));
const onGameObjQuestAcc: gameobject_event_on_quest_accept = (event: number, player: Player, gameObject: GameObject, quest: any): boolean => {
// Implementation
return false;
};
// Register GameObject Event on Quest Accept
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_QUEST_ACCEPT, (...args) => onGameObjQuestAcc(...args));
const onGameObjQuestRew: gameobject_event_on_quest_reward = (event: number, player: Player, gameObject: GameObject, quest: any, option: any): boolean => {
// Implementation
return false;
};
// Register GameObject Event on Quest Reward
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_QUEST_REWARD, (...args) => onGameObjQuestRew(...args));
const onGameObjRemove: gameobject_event_on_remove = (event: number, gameObject: GameObject) => {
// Implementation
};
// Register GameObject Event on Remove
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_REMOVE, (...args) => onGameObjRemove(...args));
const onGameObjSpawn: gameobject_event_on_spawn = (event: number, gameObject: GameObject) => {
// Implementation
};
// Register GameObject Event on Spawn
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_SPAWN, (...args) => onGameObjSpawn(...args));
const onGameObjStateChange: gameobject_event_on_go_state_changed = (event: number, gameObject: GameObject, state: any) => {
// Implementation
};
// Register GameObject Event on State Changed
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED, (...args) => onGameObjStateChange(...args));
const onGameObjUse: gameobject_event_on_use = (event: number, gameObject: GameObject, player: Player): boolean => {
// Implementation
return false;
};
// Register GameObject Event on Use
RegisterGameObjectEvent(MyGameObjectID,GameObjectEvents.GAMEOBJECT_EVENT_ON_USE, (...args) => onGameObjUse(...args));

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const MyItemEntry = 900000;
const MyMenuId = 1000000;
const MyGameObjectEntry = 1000000;
const MyCreatureEntry = 1000000;
const onItemGossipHello: gossip_event_on_hello = (event: number, player: Player, item: Item): boolean => {
// Implementation
return true;
};
// Register Item Gossip Event on Hello
RegisterItemGossipEvent(MyItemEntry, GossipEvents.GOSSIP_EVENT_ON_HELLO, (...args) => onItemGossipHello(...args));
const onItemGossipSelect: gossip_event_on_select = (event: number, player: Player, item: Item, sender: number, intid: number, code: string, menuId?: number): boolean => {
// Implementation
return true;
};
// Register Item Gossip Event on Select
RegisterItemGossipEvent(MyItemEntry, GossipEvents.GOSSIP_EVENT_ON_SELECT, (...args) => onItemGossipSelect(...args));
const onPlayerGossipHello: gossip_event_on_hello = (event: number, player: Player, object: Object): boolean => {
// Implementation
return true;
};
// Register Player Gossip Event on Hello
RegisterPlayerGossipEvent(MyMenuId, GossipEvents.GOSSIP_EVENT_ON_HELLO, (...args) => onPlayerGossipHello(...args));
const onPlayerGossipSelect: gossip_event_on_select = (event: number, player: Player, object: Object, sender: number, intid: number, code: string, menuId?: number): boolean => {
// Implementation
return true;
};
// Register Player Gossip Event on Select
RegisterItemGossipEvent(MyMenuId, GossipEvents.GOSSIP_EVENT_ON_SELECT, (...args) => onPlayerGossipSelect(...args));
const onGameObjGossipHello: gossip_event_on_hello = (event: number, player: Player, gameObject: GameObject): boolean => {
// Implementation
return true;
};
// Register GameObject Gossip Event on Hello
RegisterGameObjectGossipEvent(MyGameObjectEntry, GossipEvents.GOSSIP_EVENT_ON_HELLO, (...args) => onGameObjGossipHello(...args));
const onGameObjGossipSelect: gossip_event_on_select = (event: number, player: Player, gameObject: GameObject, sender: number, intid: number, code: string, menuId?: number): boolean => {
// Implementation
return true;
};
// Register GameObject Gossip Event on Select
RegisterGameObjectGossipEvent(MyGameObjectEntry, GossipEvents.GOSSIP_EVENT_ON_SELECT, (...args) => onGameObjGossipSelect(...args));
const onCreatureGossipHello: gossip_event_on_hello = (event: number, player: Player, creature: Creature): boolean => {
// Implementation
return true;
};
// Register Creature Gossip Event on Hello
RegisterCreatureGossipEvent(MyCreatureEntry, GossipEvents.GOSSIP_EVENT_ON_HELLO, (...args) => onCreatureGossipHello(...args));
const onCreatureGossipSelect: gossip_event_on_select = (event: number, player: Player, creature: Creature, sender: number, intid: number, code: string, menuId?: number): boolean => {
// Implementation
return true;
};
// Register Creature Gossip Event on Select
RegisterCreatureGossipEvent(MyCreatureEntry, GossipEvents.GOSSIP_EVENT_ON_SELECT, (...args) => onCreatureGossipSelect(...args));

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const onWorldEventConfLoad: world_event_on_config_load = (event: number, reload: boolean) => {
// Implementation
};
// Register Server Event on Config Load
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_CONFIG_LOAD, (...args) => onWorldEventConfLoad(...args));
const onWorldEventCreatDelete: world_event_on_delete_creature = (event: number, creature: Creature) => {
// Implementation
};
// Register Server Event on Delete Creature
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_DELETE_CREATURE, (...args) => onWorldEventCreatDelete(...args));
const onWorldEventGODelete: world_event_on_delete_gameobject = (event: number, gameObject: GameObject) => {
// Implementation
};
// Register Server Event on Delete Gameobject
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_DELETE_GAMEOBJECT, (...args) => onWorldEventGODelete(...args));
const onGameEventStart: game_event_start = (event: number, gameEventId: number) => {
// Implementation
};
// Register Server Event on Game Event Start
RegisterServerEvent(ServerEvents.GAME_EVENT_START, (...args) => onGameEventStart(...args));
const onGameEventStop: game_event_stop = (event: number, gameEventId: number) => {
// Implementation
};
// Register Server Event on Game Event Stop
RegisterServerEvent(ServerEvents.GAME_EVENT_STOP, (...args) => onGameEventStop(...args));
const onElunaStateOpen: eluna_event_on_lua_state_open = (event: number) => {
// Implementation
};
// Register Server Event on Lua State Open
RegisterServerEvent(ServerEvents.ELUNA_EVENT_ON_LUA_STATE_OPEN, (...args) => onElunaStateOpen(...args));
const onWorldEventOpenStateChange: world_event_on_open_state_change = (event: number, open: boolean) => {
// Implementation
};
// Register Server Event on Open State Change
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_OPEN_STATE_CHANGE, (...args) => onWorldEventOpenStateChange(...args));
const onServerPacketRec: server_event_on_packet_receive_any = (event: number, packet: WorldPacket, player?: Player): boolean | WorldPacket => {
// Implementation
return false;
return <WorldPacket>packet;
};
// Register Server Event on Packet Receive
RegisterServerEvent(ServerEvents.SERVER_EVENT_ON_PACKET_RECEIVE, (...args) => onServerPacketRec(...args));
const onServerPacketSend: server_event_on_packet_send_any = (event: number, packet: WorldPacket, player?: Player): boolean | WorldPacket => {
// Implementation
return false;
return <WorldPacket>packet;
};
// Register Server Event on Packet Send
RegisterServerEvent(ServerEvents.SERVER_EVENT_ON_PACKET_SEND, (...args) => onServerPacketSend(...args));
const onServerShutdown: world_event_on_shutdown = (event: number) => {
// Implementation
};
// Register Server Event on Shutdown
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_SHUTDOWN, (...args) => onServerShutdown(...args));
const onServerCancel: world_event_on_shutdown_cancel = (event: number) => {
// Implementation
};
// Register Server Event on Shutdown Cancel
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_SHUTDOWN_CANCEL, (...args) => onServerCancel(...args));
const onServerShutdownInit: world_event_on_shutdown_init = (event: number, code: number, mask: number) => {
// Implementation
};
// Register Server Event on Shutdown Init
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_SHUTDOWN_INIT, (...args) => onServerShutdownInit(...args));
const onServerStartup: world_event_on_startup = (event: number) => {
// Implementation
};
// Register Server Event on Startup
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_STARTUP, (...args) => onServerStartup(...args));
const onServerUpdate: world_event_on_update = (event: number, diff: number) => {
// Implementation
};
// Register Server Event on Update
RegisterServerEvent(ServerEvents.WORLD_EVENT_ON_UPDATE, (...args) => onServerUpdate(...args));
const onServerMapCreate: map_event_on_create = (event: number, map: EMap) => {
// Implementation
};
// Register Map Event on Create
RegisterServerEvent(ServerEvents.MAP_EVENT_ON_CREATE, (...args) => onServerMapCreate(...args));
const onServerMapDestroy: map_event_on_destroy = (event: number, map: EMap) => {
// Implementation
};
// Register Map Event on Destroy
RegisterServerEvent(ServerEvents.MAP_EVENT_ON_DESTROY, (...args) => onServerMapDestroy(...args));
const onServerMapPlayerEnter: map_event_on_player_enter = (event: number, map: EMap, player: Player) => {
// Implementation
};
// Register Map Event on Player Enter
RegisterServerEvent(ServerEvents.MAP_EVENT_ON_PLAYER_ENTER, (...args) => onServerMapPlayerEnter(...args));
const onServerMapPlayerLeave: map_event_on_player_leave = (event: number, map: EMap, player: Player) => {
// Implementation
};
// Register Map Event on Player Leave
RegisterServerEvent(ServerEvents.MAP_EVENT_ON_PLAYER_LEAVE, (...args) => onServerMapPlayerLeave(...args));
const onServerMapUpdate: map_event_on_update = (event: number, map: EMap, diff: number) => {
// Implementation
};
// Register Map Event on Update
RegisterServerEvent(ServerEvents.MAP_EVENT_ON_UPDATE, (...args) => onServerMapUpdate(...args));
const onServerTrigger: trigger_event_on_trigger = (event: number, player: Player, triggerId: number): boolean => {
// Implementation
return false;
};
// Register Trigger Event on Trigger
RegisterServerEvent(ServerEvents.TRIGGER_EVENT_ON_TRIGGER, (...args) => onServerTrigger(...args));
const onAuctionAdd: auction_event_on_add = (event: number, auctionId: number, owner: Player, item: Item, expireTime: number, buyout: number, startBid: number, currentBid: number, bidderGUIDLow: number) => {
// Implementation
};
// Register Auction Event on Add
RegisterServerEvent(ServerEvents.AUCTION_EVENT_ON_ADD, (...args) => onAuctionAdd(...args));
const onAuctionExpire: auction_event_on_expire = (event: number, auctionId: number, owner: Player, item: Item, expireTime: number, buyout: number, startBid: number, currentBid: number, bidderGUIDLow: number) => {
// Implementation
};
// Register Auction Event on Expire
RegisterServerEvent(ServerEvents.AUCTION_EVENT_ON_EXPIRE, (...args) => onAuctionExpire(...args));
const onAuctionRemove: auction_event_on_remove = (event: number, auctionId: number, owner: Player, item: Item, expireTime: number, buyout: number, startBid: number, currentBid: number, bidderGUIDLow: number) => {
// Implementation
};
// Register Auction Event on Remove
RegisterServerEvent(ServerEvents.AUCTION_EVENT_ON_REMOVE, (...args) => onAuctionRemove(...args));
const onAuctionSuccess: auction_event_on_successful = (event: number, auctionId: number, owner: Player, item: Item, expireTime: number, buyout: number, startBid: number, currentBid: number, bidderGUIDLow: number) => {
// Implementation
};
// Register Auction Event on Successful
RegisterServerEvent(ServerEvents.AUCTION_EVENT_ON_SUCCESSFUL, (...args) => onAuctionSuccess(...args));