4class DB_Shield_Generator_Vehicle :
public ScriptImpClass {
5 unsigned long shroudID;
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);
16class DB_Controllable_Turret :
public ScriptImpClass {
18 void Created(GameObject *obj);
19 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
20 void Timer_Expired(GameObject *obj,
int Number);
23class DB_Guard_Bot :
public ScriptImpClass {
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);
32class DB_Support_Bot :
public ScriptImpClass {
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);
42class dblaney_Nod_Obelisk :
public ScriptImpClass {
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);
56class dblaney_Nod_Obelisk_Structure :
public ScriptImpClass {
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);
69class dblaney_Nod_Obelisk_Weapon :
public ScriptImpClass {
78 void Created(GameObject* WeaponObj);
79 void Destroyed(GameObject* WeaponObj);
80 bool IsValidEnemy(GameObject* WeaponObj, GameObject* EnemyObj);
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();
95class DB_Power_Down_Console :
public ScriptImpClass {
98 void Created(GameObject *obj);
99 void Poked(GameObject *obj,GameObject *poker);
100 void Timer_Expired(GameObject *obj,
int number);
103class DB_Power_Down_Building_Console :
public ScriptImpClass {
107 void Created(GameObject *obj);
108 void Poked(GameObject *obj,GameObject *poker);
109 void Timer_Expired(GameObject *obj,
int number);
112class DB_Disable_Injured_Animations :
public ScriptImpClass {
113 void Created(GameObject *obj);
114 void Detach(GameObject *obj);
117class DB_Set_Scale :
public ScriptImpClass {
119 void Created(GameObject *obj);
120 void Detach(GameObject *obj);
123class DB_Grant_Keycard_Killed :
public ScriptImpClass {
124 void Killed(GameObject *obj, GameObject *killer);
125 void Destroyed(GameObject *obj);
128class DB_Grant_Keycard_Timer :
public ScriptImpClass {
130 void Created(GameObject *obj);
131 void Timer_Expired(GameObject *obj,
int number);
134class DB_Infantry_Place_Buildable_Object :
public ScriptImpClass {
137 int placementBlocked;
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();
146 DB_Infantry_Place_Buildable_Object()
148 placementBlocked = 0;
152class DB_Stationary_Stealth :
public ScriptImpClass {
157 void Created(GameObject *obj);
158 public:
void Register_Auto_Save_Variables();
159 void Timer_Expired(GameObject *obj,
int number);
162class DB_Turret_Sound :
public ScriptImpClass
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 );
177class DB_Turret_Spawn :
public ScriptImpClass
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);
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);
196class DB_Vehicle_Visible_Ammo :
public ScriptImpClass {
200 void Created(GameObject *obj);
201 void Timer_Expired(GameObject *obj,
int number);
202 void Custom(GameObject *obj,
int message,
int param,GameObject *sender);
205class DB_Orca_Lifter :
public ScriptImpClass {
207 void Created(GameObject *obj);
208 void Custom(GameObject *obj,
int message,
int param,GameObject *sender);
209 void Destroyed(GameObject *obj);
212class DB_Turret_Bombard_Ability :
public ScriptImpClass {
214 void Created(GameObject *obj);
215 void Custom(GameObject *obj,
int message,
int param,GameObject *sender);
218class DB_Turret_Bombard_Player :
public JFW_Key_Hook_Base {
219 void Created(GameObject *obj);
223class DB_Health_Sound_Timer :
public ScriptImpClass {
224 void Created(GameObject *obj);
225 void Timer_Expired(GameObject *obj,
int number);
228class DB_Visible_Passenger :
public ScriptImpClass {
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();
239class DB_Drop_Wreckage_On_Death :
public ScriptImpClass {
240 void Killed(GameObject *obj,GameObject *killer);
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);
250class DB_Supply_Truck :
public ScriptImpClass
252 void Custom(GameObject *obj,
int message,
int param, GameObject *sender);
255class DB_Damage_Vehicle_Occupants_Area_Killed :
public ScriptImpClass {
256 void Killed(GameObject *obj, GameObject *shooter);
259class DB_Damage_Vehicle_Occupants_Area_Timer :
public ScriptImpClass {
260 void Created(GameObject *obj);
261 void Timer_Expired(GameObject *obj,
int number);
264class DB_Set_PT_Slot :
public ScriptImpClass {
265 void Created(GameObject *obj);
266 void Timer_Expired(GameObject *obj,
int number);
269class DB_Spawn_When_Killed :
public ScriptImpClass {
270 void Killed (GameObject *obj,GameObject *killer);
273class DB_Replace_When_Repaired :
public ScriptImpClass {
274 void Damaged (GameObject *obj,GameObject *damager,
float amount);
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);