Event Dispatchers explained - Finally!

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Currently, every listening object needs (!) a reference to the object that owns the dispatcher.
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Exactly. If you need to maintain references to all objects dispatching events then what’s the point?

If I have players coming in and out of a multiplayer game, and I want these player to dispatch events to a HUD… then the HUD needs to maintain a list of all these players.
Either that or each player needs a reference to the local players HUD. Then in both cases I could just call a custom event on the object.

What I need are true broadcast events, where the caller has no idea who’s listening, and vice-versa.