public override void Initialize(World world)
        {
            base.Initialize(world);

            World = (WorldServer)world;

            EventHandler.RegisterEvent <ServerRoomToken>(photon, GameEvents.ServerMapLoaded, OnMapLoaded);
        }
 internal GameSpellListener(WorldServerManager world) : base(world)
 {
     EventHandler.RegisterEvent <SpellDamageInfo>(EventHandler.GlobalDispatcher, GameEvents.ServerDamageDone, OnSpellDamageDone);
     EventHandler.RegisterEvent <SpellHealInfo>(EventHandler.GlobalDispatcher, GameEvents.ServerHealingDone, OnSpellHealingDone);
     EventHandler.RegisterEvent <Unit, Vector3, SpellInfo, IProtocolToken>(EventHandler.GlobalDispatcher, GameEvents.ServerSpellLaunch, OnServerSpellLaunch);
     EventHandler.RegisterEvent <Unit, Unit, SpellInfo, SpellMissType>(EventHandler.GlobalDispatcher, GameEvents.ServerSpellHit, OnServerSpellHit);
     EventHandler.RegisterEvent <Player, Vector3>(EventHandler.GlobalDispatcher, GameEvents.ServerPlayerTeleport, OnServerPlayerTeleport);
     EventHandler.RegisterEvent <Player, SpellCooldown>(EventHandler.GlobalDispatcher, GameEvents.ServerSpellCooldown, OnServerSpellCooldown);
 }
Example #3
0
 internal GameSpellListener(WorldServer world) : base(world)
 {
     EventHandler.RegisterEvent <SpellDamageInfo>(GameEvents.ServerDamageDone, OnSpellDamageDone);
     EventHandler.RegisterEvent <SpellHealInfo>(GameEvents.ServerHealingDone, OnSpellHealingDone);
     EventHandler.RegisterEvent <Unit, SpellInfo, SpellProcessingToken>(GameEvents.ServerSpellLaunch, OnServerSpellLaunch);
     EventHandler.RegisterEvent <Unit, Unit, SpellInfo, SpellMissType>(GameEvents.ServerSpellHit, OnServerSpellHit);
     EventHandler.RegisterEvent <Player, Vector3>(GameEvents.ServerPlayerTeleport, OnServerPlayerTeleport);
     EventHandler.RegisterEvent <Player, SpellCooldown>(GameEvents.ServerSpellCooldown, OnServerSpellCooldown);
     EventHandler.RegisterEvent <Player, SpellChargeCooldown>(GameEvents.ServerSpellCharge, OnServerSpellChargeCooldown);
 }
 internal GamePlayerListener(WorldServer world) : base(world)
 {
     EventHandler.RegisterEvent <Player, UnitMoveType, float>(GameEvents.ServerPlayerSpeedChanged, OnPlayerSpeedChanged);
     EventHandler.RegisterEvent <Player, bool>(GameEvents.ServerPlayerRootChanged, OnPlayerRootChanged);
     EventHandler.RegisterEvent <Player, bool>(GameEvents.ServerPlayerMovementControlChanged, OnPlayerMovementControlChanged);
 }