# EventHandler Event handlers handle events on a per-game or per-map level. This means that they are registered when you start a new game or map, and un-register when you finish the game or map. This is unlike `StaticEventHandler`, which registers when the engine is started, and un-registers when it exits. All of the virtual functions on `EventHandler` have empty implementations by default, so you only need to override the events your event handler needs to override. See `StaticEventHandler` for more information on the events that can be overridden on this type. ``` class EventHandler : StaticEventHandler { clearscope static StaticEventHandler Find(class type); clearscope static void SendNetworkEvent(string name, int arg1 = 0, int arg2 = 0, int arg3 = 0); } ``` - `Find` Finds and returns the `StaticEventHandler` type `type` if it is registered, or `null` if it does not exist. It should be noted that this is exactly the same as `StaticEventHandler`'s, and does not actually check for `EventHandlers`, although due to inheritance will return them correctly. - `SendNetworkEvent` Sends a network event with no activator.