static void ui_leave_game(Game_Event.Event_Type type, Game_Event data, object user) { /* Because of the "flexible" sidebar, all these things trigger * the same function. */ Game_Event.remove_handler_set(player_events, Sidebar.update_sidebar, null); /* The flexible statusbar has similar requirements, so is * also trigger by a large set of events. */ Game_Event.remove_handler_set(statusline_events, Statusline.update_statusline, null); /* Player HP can optionally change the colour of the '@' now. */ Game_Event.remove_handler(Game_Event.Event_Type.HP, Sidebar.hp_colour_change, null); /* Simplest way to keep the map up to date - will do for now */ Game_Event.remove_handler(Game_Event.Event_Type.MAP, Map.update_maps, Misc.angband_term[0]); //#if 0 // event_remove_handler(EVENT_MAP, trace_map_updates, angband_term[0]); //#endif /* Check if the panel should shift when the player's moved */ Game_Event.remove_handler(Game_Event.Event_Type.PLAYERMOVED, Floor.check_panel, null); Game_Event.remove_handler(Game_Event.Event_Type.SEEFLOOR, Floor.see_floor_items, null); }
static void point_based_stop() { Game_Event.remove_handler(Game_Event.Event_Type.BIRTHPOINTS, point_based_points, null); Game_Event.remove_handler(Game_Event.Event_Type.STATS, point_based_stats, null); Game_Event.remove_handler(Game_Event.Event_Type.GOLD, point_based_misc, null); }
static void ui_leave_init(Game_Event.Event_Type type, Game_Event data, object user) { /* Remove our splashscreen handlers */ Game_Event.remove_handler(Game_Event.Event_Type.INITSTATUS, splashscreen_note, null); }