Tiberian Technologies Scripts Reference Revision: 9000
Loading...
Searching...
No Matches
DBIKScripts.h
1
2
3
4class DB_Shield_Generator_Vehicle : public ScriptImpClass {
5 unsigned long shroudID;
6 unsigned long sizeID;
7 int PilotID;
8 bool CoolDown;
9 void Created(GameObject *obj);
10 void Custom(GameObject *obj, int type, int param, GameObject *sender);
11 void Timer_Expired(GameObject *obj, int number);
12 void Destroyed(GameObject *obj);
13};
14
15
16class DB_Controllable_Turret : public ScriptImpClass {
17 int Team;
18 void Created(GameObject *obj);
19 void Custom(GameObject *obj,int type,int param,GameObject *sender);
20 void Timer_Expired(GameObject *obj,int Number);
21};
22
23class DB_Guard_Bot : public ScriptImpClass {
24 Vector3 HomePosition;
25 bool OnLadder;
26 void Created(GameObject *obj);
27 void Damaged(GameObject *obj,GameObject *damager,float amount);
28 void Custom(GameObject *obj,int type,int param,GameObject *sender);
29 void Timer_Expired(GameObject *obj,int number);
30};
31
32class DB_Support_Bot : public ScriptImpClass {
33 int followid;
34 float distance;
35 float speed;
36 void Created(GameObject *obj);
37 void Damaged(GameObject *obj,GameObject *damager,float amount);
38 void Poked(GameObject *obj,GameObject *poker);
39 void Timer_Expired(GameObject *obj,int number);
40};
41
42class dblaney_Nod_Obelisk : public ScriptImpClass {
43 int WeaponID;
44 bool PowerOn;
45 float OffsetHeight;
46 float MaxRange;
47 float ChargeTime;
48 int GroundOnly;
49 void Created(GameObject* ObeliskObj);
50 void Killed(GameObject* ObeliskObj, GameObject* Killer);
51 void Destroyed(GameObject* ObeliskObj);
52 void Timer_Expired(GameObject *ObeliskObj, int number);
53 //void Custom(GameObject* ObeliskObj, int type, int Param, GameObject* Sender);
54};
55
56class dblaney_Nod_Obelisk_Structure : public ScriptImpClass {
57 int WeaponID;
58 bool PowerOn;
59 float OffsetHeight;
60 float MaxRange;
61 float ChargeTime;
62 int GroundOnly;
63 void Created(GameObject* ObeliskObj);
64 void Killed(GameObject* ObeliskObj, GameObject* Killer);
65 void Destroyed(GameObject* ObeliskObj);
66 void Custom(GameObject* ObeliskObj, int type, int Param, GameObject* Sender);
67};
68
69class dblaney_Nod_Obelisk_Weapon : public ScriptImpClass {
70 int EnemyID;
71 int EffectID;
72 bool Firing;
73 bool Charged;
74 float MaxRange;
75 float ChargeTime;
76 int GroundOnly;
77
78 void Created(GameObject* WeaponObj);
79 void Destroyed(GameObject* WeaponObj);
80 bool IsValidEnemy(GameObject* WeaponObj, GameObject* EnemyObj);
81
82 void StartFiring(GameObject* WeaponObj);
83 void StopFiring(GameObject* WeaponObj);
84 void StartEffect(GameObject* WeaponObj);
85 void StopEffect(GameObject* WeaponObj);
86 void FireAt(GameObject* WeaponObj, GameObject* EnemyObj);
87 void FaceEnemy(GameObject* WeaponObj, GameObject* EnemyObj);
88 void StopFireAt(GameObject* WeaponObj);
89 void Timer_Expired(GameObject* WeaponObj, int Number);
90 void Enemy_Seen(GameObject* WeaponObj, GameObject* EnemyObj);
91public: void Register_Auto_Save_Variables();
92};
93
94
95class DB_Power_Down_Console : public ScriptImpClass {
96 bool reset;
97 int team;
98 void Created(GameObject *obj);
99 void Poked(GameObject *obj,GameObject *poker);
100 void Timer_Expired(GameObject *obj,int number);
101};
102
103class DB_Power_Down_Building_Console : public ScriptImpClass {
104 bool reset;
105 int team;
106 int buildingID;
107 void Created(GameObject *obj);
108 void Poked(GameObject *obj,GameObject *poker);
109 void Timer_Expired(GameObject *obj,int number);
110};
111
112class DB_Disable_Injured_Animations : public ScriptImpClass {
113 void Created(GameObject *obj);
114 void Detach(GameObject *obj);
115};
116
117class DB_Set_Scale : public ScriptImpClass {
118 float originalscale;
119 void Created(GameObject *obj);
120 void Detach(GameObject *obj);
121};
122
123class DB_Grant_Keycard_Killed : public ScriptImpClass {
124 void Killed(GameObject *obj, GameObject *killer);
125 void Destroyed(GameObject *obj);
126};
127
128class DB_Grant_Keycard_Timer : public ScriptImpClass {
129 int KeyLevel;
130 void Created(GameObject *obj);
131 void Timer_Expired(GameObject *obj, int number);
132};
133
134class DB_Infantry_Place_Buildable_Object : public ScriptImpClass {
135 bool canRegen;
136 int previewObjectId;
137 int placementBlocked;
138 int reloadTime;
139 void Created(GameObject *obj);
140 void Timer_Expired(GameObject *obj,int number);
141 void Custom(GameObject *obj,int message,int param,GameObject *sender);
142 void Killed(GameObject *obj,GameObject *killer);
143 void Destroyed(GameObject *obj);
144 void DestroyPreview();
145public:
146 DB_Infantry_Place_Buildable_Object()
147 {
148 placementBlocked = 0;
149 }
150};
151
152class DB_Stationary_Stealth : public ScriptImpClass {
153 float xpos;
154 float ypos;
155 float zpos;
156 bool isHidden;
157 void Created(GameObject *obj);
158 public: void Register_Auto_Save_Variables();
159 void Timer_Expired(GameObject *obj,int number);
160};
161
162class DB_Turret_Sound : public ScriptImpClass
163{
164protected:
165 void Created ( GameObject* obj );
166 void Timer_Expired ( GameObject* obj, int number );
167 float Get_Turret_Facing ( class RenderObjClass* obj );
168 void Play_Sound ( GameObject* obj );
169 void Stop_Sound ( GameObject* obj );
170
171 float lastFacing;
172 int emitterID;
173
174 float minRotate;
175};
176
177class DB_Turret_Spawn : public ScriptImpClass
178{
179 int turretId;
180 bool hasDriver;
181 bool bombard;
182 void Created(GameObject *obj);
183 void Custom(GameObject *obj,int message,int param,GameObject *sender);
184 void Killed(GameObject *obj,GameObject *killer);
185 void Destroyed(GameObject *obj);
186};
187
188class DB_Spawned_Visible_Ammo : public ScriptImpClass {
189 ReferencerClass Ammo;
190 void Created(GameObject *obj);
191 void Timer_Expired(GameObject *obj,int number);
192 void Custom(GameObject *obj,int message,int param,GameObject *sender);
193 void Destroyed(GameObject *obj);
194};
195
196class DB_Vehicle_Visible_Ammo : public ScriptImpClass {
197 int enabled;
198 int messageOn;
199 int messageOff;
200 void Created(GameObject *obj);
201 void Timer_Expired(GameObject *obj,int number);
202 void Custom(GameObject *obj,int message,int param,GameObject *sender);
203};
204
205class DB_Orca_Lifter : public ScriptImpClass {
206 int zoneID;
207 void Created(GameObject *obj);
208 void Custom(GameObject *obj,int message,int param,GameObject *sender);
209 void Destroyed(GameObject *obj);
210};
211
212class DB_Turret_Bombard_Ability : public ScriptImpClass {
213 int PilotID;
214 void Created(GameObject *obj);
215 void Custom(GameObject *obj,int message,int param,GameObject *sender);
216};
217
218class DB_Turret_Bombard_Player : public JFW_Key_Hook_Base {
219 void Created(GameObject *obj);
220 void KeyHook();
221};
222
223class DB_Health_Sound_Timer : public ScriptImpClass {
224 void Created(GameObject *obj);
225 void Timer_Expired(GameObject *obj,int number);
226};
227
228class DB_Visible_Passenger : public ScriptImpClass {
229 int modelid;
230 int passengerid;
231 bool stealth;
232 void Created(GameObject *obj);
233 void Custom(GameObject *obj,int type,int param,GameObject *sender);
234 void Destroyed(GameObject *obj);
235 void Timer_Expired(GameObject *obj, int number);
236 public: void Register_Auto_Save_Variables();
237};
238
239class DB_Drop_Wreckage_On_Death : public ScriptImpClass {
240 void Killed(GameObject *obj,GameObject *killer);
241};
242class DB_Wreckage_Rebuildable : public ScriptImpClass {
243 void Created(GameObject *obj);
244 void Damaged(GameObject *obj,GameObject *damager,float amount);
245 void Killed(GameObject *obj,GameObject *killer);
246 void Timer_Expired(GameObject *obj, int number);
247 bool firstdamage;
248};
249
250class DB_Supply_Truck : public ScriptImpClass
251{
252 void Custom(GameObject *obj, int message, int param, GameObject *sender);
253};
254
255class DB_Damage_Vehicle_Occupants_Area_Killed : public ScriptImpClass {
256 void Killed(GameObject *obj, GameObject *shooter);
257};
258
259class DB_Damage_Vehicle_Occupants_Area_Timer : public ScriptImpClass {
260 void Created(GameObject *obj);
261 void Timer_Expired(GameObject *obj, int number);
262};
263
264class DB_Set_PT_Slot : public ScriptImpClass {
265 void Created(GameObject *obj);
266 void Timer_Expired(GameObject *obj,int number);
267};
268
269class DB_Spawn_When_Killed : public ScriptImpClass {
270 void Killed (GameObject *obj,GameObject *killer);
271};
272
273class DB_Replace_When_Repaired : public ScriptImpClass {
274 void Damaged (GameObject *obj,GameObject *damager,float amount);
275};
276
277class DB_Force_Fire : public ScriptImpClass {
278 void Created(GameObject *obj);
279 void Start_Attack(GameObject *obj);
280 void Timer_Expired(GameObject *obj, int number);
281 void Detach(GameObject *obj);
282};