Files
ets-snippets-test/snippets-test/server.events.ts

175 lines
6.8 KiB
TypeScript

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));