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[L4D2] Update GameEventListener.h (#122)

* Update GameEventListener.h

* Remove unnecessary
This commit is contained in:
A1m` 2023-03-29 10:08:47 +07:00 committed by GitHub
parent 9387871c52
commit 66743d0eee
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@ -12,6 +12,7 @@
#endif #endif
#include "igameevents.h" #include "igameevents.h"
extern IGameEventManager2 *gameeventmanager;
// A safer method than inheriting straight from IGameEventListener2. // A safer method than inheriting straight from IGameEventListener2.
// Avoids requiring the user to remove themselves as listeners in // Avoids requiring the user to remove themselves as listeners in
@ -22,10 +23,12 @@ class CGameEventListener : public IGameEventListener2
public: public:
CGameEventListener() : m_bRegisteredForEvents(false) CGameEventListener() : m_bRegisteredForEvents(false)
{ {
m_nDebugID = EVENT_DEBUG_ID_INIT;
} }
~CGameEventListener() ~CGameEventListener()
{ {
m_nDebugID = EVENT_DEBUG_ID_SHUTDOWN;
StopListeningForAllEvents(); StopListeningForAllEvents();
} }
@ -47,16 +50,20 @@ public:
// remove me from list // remove me from list
if ( m_bRegisteredForEvents ) if ( m_bRegisteredForEvents )
{ {
gameeventmanager->RemoveListener( this ); if ( gameeventmanager )
gameeventmanager->RemoveListener( this );
m_bRegisteredForEvents = false; m_bRegisteredForEvents = false;
} }
} }
// Intentionally abstract // Intentionally abstract
virtual void FireGameEvent( IGameEvent *event ) = 0; virtual void FireGameEvent( IGameEvent *event ) = 0;
int m_nDebugID;
virtual int GetEventDebugID( void ) { return m_nDebugID; }
private: private:
// Have we registered for any events? // Have we registered for any events?
bool m_bRegisteredForEvents; bool m_bRegisteredForEvents;
}; };