25 #ifndef PAWS_GMACTION_HEADER 26 #define PAWS_GMACTION_HEADER 52 void LoadAction( csRef<iDocumentNode> topNode );
79 csString id, name, masterid,
80 sectorName, meshName, polygon,
81 X, Y, Z, pos_instance, radius,
82 triggertype, responsetype, response;
void LoadAction(const char *xml)
bool PostSetup()
This is called after the widget and all of it's children have been created.
A combination widget that has a check box and a text label.
CREATE_PAWS_FACTORY(pawsGMActionWindow)
bool OnButtonPressed(int button, int keyModifier, pawsWidget *widget)
Called whenever a button is pressed.
bool OnChange(pawsWidget *widget)
Called whenever a widget is selected.
This is a yes/no box used to do confirms.
A basic combo box widget.
void Show()
Makes widget visible and brings it to the front.
Window for GMs to create and edit new actionlocations, including mesh, position, script triggered...
virtual ~pawsGMActionWindow()