/// <summary> /// By default, <see cref="Buff.CastingPlayer"/> and <see cref="Buff.TargetPlayer"/> are not updated when a unit changes owner. /// <para>This adds an event to pass over all auras and update <see cref="Buff.CastingPlayer"/> and <see cref="Buff.TargetPlayer"/> on ownership changes.</para> /// <para>This will ignore ownership changes of unit type 'xxxx' (<see cref="DummySystem.UNIT_TYPE_DUMMY"/>).</para> /// </summary> public static void RegisterForOwnershipChanges() { PlayerUnitEvents.Register(PlayerUnitEvent.UnitTypeChangesOwner, OnUnitTypeChangesOwner); }
static DummySystem() { PlayerUnitEvents.Register(PlayerUnitEvent.UnitTypeSpellEndCast, OnDummyCast); }
public static void Initialise() { PlayerUnitEvents.Register(PlayerUnitEvent.SpellEffect, LaunchMissile, Constants.ABILITY_CURVING_MISSILE); }