13class JFW_Nod_Turret :
public ScriptImpClass {
17 void Created(GameObject *obj);
18 void Killed(GameObject *obj,GameObject *killer);
19 void Enemy_Seen(GameObject *obj,GameObject *enemy);
20 void Action_Complete(GameObject *obj,
int action_id,ActionCompleteReason complete_reason);
21 void Timer_Expired(GameObject *obj,
int number);
22 public:
void Register_Auto_Save_Variables();
25class JFW_Nod_Obelisk_CnC :
public ScriptImpClass {
27 void Created(GameObject *obj);
28 void Killed(GameObject *obj,GameObject *killer);
29 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
30 void Timer_Expired(GameObject *obj,
int number);
31 public:
void Register_Auto_Save_Variables();
34class JFW_Obelisk_Weapon_CnC :
public ScriptImpClass {
40 void Damaged(GameObject *obj,GameObject *damager,
float amount);
41 void Created(GameObject *obj);
42 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
43 void Enemy_Seen(GameObject *obj,GameObject *enemy);
44 void Timer_Expired(GameObject *obj,
int number);
45 public:
void Register_Auto_Save_Variables();
48class JFW_Advanced_Guard_Tower :
public ScriptImpClass {
55 void Created(GameObject *obj);
56 void Killed(GameObject *obj,GameObject *killer);
57 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
58 void Timer_Expired(GameObject *obj,
int number);
59 public:
void Register_Auto_Save_Variables();
62class JFW_Advanced_Guard_Tower_2 :
public ScriptImpClass {
69 void Created(GameObject *obj);
70 void Killed(GameObject *obj,GameObject *killer);
71 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
72 void Timer_Expired(GameObject *obj,
int number);
73 public:
void Register_Auto_Save_Variables();
76class JFW_Advanced_Guard_Tower_Missile :
public ScriptImpClass {
78 void Damaged(GameObject *obj,GameObject *damager,
float amount);
79 void Created(GameObject *obj);
80 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
81 void Timer_Expired(GameObject *obj,
int number);
84class JFW_Advanced_Guard_Tower_Gun :
public ScriptImpClass {
87 void Damaged(GameObject *obj,GameObject *damager,
float amount);
88 void Created(GameObject *obj);
89 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
90 void Enemy_Seen(GameObject *obj,GameObject *enemy);
91 void Timer_Expired(GameObject *obj,
int number);
92 public:
void Register_Auto_Save_Variables();
95class JFW_Guard_Duty_Helper :
public ScriptImpClass {
96 void Created(GameObject *obj);
97 void Enemy_Seen(GameObject *obj,GameObject *enemy);
100class JFW_Guard_Duty :
public ScriptImpClass {
102 void Created(GameObject *obj);
103 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
104 void Action_Complete(GameObject *obj,
int action_id,ActionCompleteReason complete_reason);
105 void Timer_Expired(GameObject *obj,
int number);
106 public:
void Register_Auto_Save_Variables();
109class JFW_Hunt_Attack :
public ScriptImpClass {
110 void Created(GameObject *obj);
111 void Enemy_Seen(GameObject *obj,GameObject *enemy);
112 void Action_Complete(GameObject *obj,
int action_id,ActionCompleteReason complete_reason);
115class JFW_Hunt_Blow_Up :
public ScriptImpClass {
117 void Created(GameObject *obj);
118 void Enemy_Seen(GameObject *obj,GameObject *enemy);
119 void Action_Complete(GameObject *obj,
int action_id,ActionCompleteReason complete_reason);
120 public:
void Register_Auto_Save_Variables();
131 void Entered(GameObject *obj,GameObject *enterer);
151 void Entered(GameObject *obj,GameObject *enterer);
154class JFW_Weapon_Change_On_Custom :
public ScriptImpClass {
155 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
158class JFW_Weapon_Change_On_Custom_Sender :
public ScriptImpClass {
159 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
162class JFW_Weapon_Change_On_Custom_Multiple :
public ScriptImpClass {
163 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
166class JFW_Weapon_Change_On_Custom_Multiple_Sender :
public ScriptImpClass {
167 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
184 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
187class JFW_Vehicle_Weapon_Preset :
public ScriptImpClass {
188 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
191class JFW_Vehicle_Weapon_Weapon :
public ScriptImpClass {
192 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
205 void Created(GameObject *obj);
208class JFW_Fire_Weapon_Custom :
public ScriptImpClass {
209 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
237 const char *new_weapon;
238 const char *old_weapon;
239 void Created(GameObject *obj);
240 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
241 void Killed(GameObject *obj,GameObject *killer);
242 void Timer_Expired(GameObject *obj,
int number);
283 void Created( GameObject *obj );
285 void Timer_Expired( GameObject *obj,
int number );
Weapon Switch on Keyhook - Infantry Character.
Definition jfwweap.h:279
Remove All Weapons.
Definition jfwweap.h:204
Remove All Weapons On Custom.
Definition jfwweap.h:183
Remove All Weapons On Zone Entry.
Definition jfwweap.h:130
Weapon Switch on Keyhook - Vehicle.
Definition jfwweap.h:232
Grant Weapon On Zone Entry.
Definition jfwweap.h:150