Tiberian Technologies Scripts Reference Revision: 9000
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BeaconGameObjDef.h
1/* Renegade Scripts.dll
2 Copyright 2013 Tiberian Technologies
3
4 This file is part of the Renegade scripts.dll
5 The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
6 the terms of the GNU General Public License as published by the Free
7 Software Foundation; either version 2, or (at your option) any later
8 version. See the file COPYING for more details.
9 In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module that does not contain code covered by this licence.
10 Only the source code to the module(s) containing the licenced code has to be released.
11*/
12#ifndef TT_INCLUDE_BEACONGAMEOBJDEF_H
13#define TT_INCLUDE_BEACONGAMEOBJDEF_H
14#include "SimpleGameObjDef.h"
15class BeaconGameObjDef :
16 public SimpleGameObjDef
17{
18public:
19 BeaconGameObjDef();
20 ~BeaconGameObjDef() {};
21 const PersistFactoryClass& Get_Factory() const;
22 bool Save(ChunkSaveClass& chunks);
23 bool Load(ChunkLoadClass& chunks);
24 bool Load_Variables(ChunkLoadClass& chunks);
25 uint32 Get_Class_ID() const;
26 PersistClass* Create() const;
27 int Is_Nuke() const {return IsNuke;}
28 bool Requires_Silo() const {return RequiresSilo;}
29 int Get_Explosion_Obj_Def() const {return ExplosionObjDef;}
30#ifdef DDBEDIT
31 virtual void Dump (FileClass &file);
32#endif
33 DECLARE_EDITABLE( BeaconGameObjDef, SimpleGameObjDef );
34private:
35 float BroadcastToAllTime; // 00AC
36 float ArmTime; // 00B0
37 float DisarmTime; // 00B4
38 float PreDetonateCinematicDelay; // 00B8
39 float DetonateTime; // 00BC
40 float PostDetonateTime; // 00C0
41 int ArmedSoundDefID; // 00C4
42 int DisarmingTextID; // 00C8
43 int DisarmedTextID; // 00CC
44 int ArmingTextID; // 00D0
45 int ArmingInterruptedTextID; // 00D4
46 int DisarmingInterruptedTextID; // 00D8
47 int PreDetonateCinematicObjDef; // 00DC
48 int PostDetonateCinematicObjDef; // 00E0
49 int ExplosionObjDef; // 00E4
50 int IsNuke; // 00E8
51 StringClass ArmingAnimationName; // 00EC
52 bool RequiresSilo;
53 friend class BeaconGameObj;
54 friend class PresetDump;
55}; // 00F0
56
57#endif