Tiberian Technologies Scripts Reference Revision: 9000
Loading...
Searching...
No Matches
jfwweap.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#pragma once
13class JFW_Nod_Turret : public ScriptImpClass {
14 unsigned int id1;
15 unsigned int id2;
16 unsigned int id3;
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();
23};
24
25class JFW_Nod_Obelisk_CnC : public ScriptImpClass {
26 int weaponid;
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();
32};
33
34class JFW_Obelisk_Weapon_CnC : public ScriptImpClass {
35 bool EnemySeen;
36 int attackid;
37 int effectid;
38 float range;
39 bool attack;
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();
46};
47
48class JFW_Advanced_Guard_Tower : public ScriptImpClass {
49 int missileid;
50 int gun1id;
51 int gun2id;
52 int gun3id;
53 int gun4id;
54 bool enable;
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();
60};
61
62class JFW_Advanced_Guard_Tower_2 : public ScriptImpClass {
63 int missileid;
64 int gun1id;
65 int gun2id;
66 int gun3id;
67 int gun4id;
68 bool enable;
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();
74};
75
76class JFW_Advanced_Guard_Tower_Missile : public ScriptImpClass {
77 bool firing;
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);
82};
83
84class JFW_Advanced_Guard_Tower_Gun : public ScriptImpClass {
85 int id;
86 bool disable;
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();
93};
94
95class JFW_Guard_Duty_Helper : public ScriptImpClass {
96 void Created(GameObject *obj);
97 void Enemy_Seen(GameObject *obj,GameObject *enemy);
98};
99
100class JFW_Guard_Duty : public ScriptImpClass {
101 int helperid;
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();
107};
108
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);
113};
114
115class JFW_Hunt_Blow_Up : public ScriptImpClass {
116 bool firsttime;
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();
121};
122
130class JFW_Clear_Weapons : public ScriptImpClass {
131 void Entered(GameObject *obj,GameObject *enterer);
132};
133
150class JFW_Zone_Weapon : public ScriptImpClass {
151 void Entered(GameObject *obj,GameObject *enterer);
152};
153
154class JFW_Weapon_Change_On_Custom : public ScriptImpClass {
155 void Custom(GameObject *obj,int type,int param,GameObject *sender);
156};
157
158class JFW_Weapon_Change_On_Custom_Sender : public ScriptImpClass {
159 void Custom(GameObject *obj,int type,int param,GameObject *sender);
160};
161
162class JFW_Weapon_Change_On_Custom_Multiple : public ScriptImpClass {
163 void Custom(GameObject *obj,int type,int param,GameObject *sender);
164};
165
166class JFW_Weapon_Change_On_Custom_Multiple_Sender : public ScriptImpClass {
167 void Custom(GameObject *obj,int type,int param,GameObject *sender);
168};
169
183class JFW_Clear_Weapons_On_Custom : public ScriptImpClass {
184 void Custom(GameObject *obj,int type,int param,GameObject *sender);
185};
186
187class JFW_Vehicle_Weapon_Preset : public ScriptImpClass {
188 void Custom(GameObject *obj,int type,int param,GameObject *sender);
189};
190
191class JFW_Vehicle_Weapon_Weapon : public ScriptImpClass {
192 void Custom(GameObject *obj,int type,int param,GameObject *sender);
193};
194
204class JFW_Clear_Weapons_Create : public ScriptImpClass {
205 void Created(GameObject *obj);
206};
207
208class JFW_Fire_Weapon_Custom : public ScriptImpClass {
209 void Custom(GameObject *obj,int type,int param,GameObject *sender);
210};
211
232class JFW_Vehicle_Weapon_Switcher : public JFW_Key_Hook_Base {
233public:
234 bool switching;
235 bool newweap;
236 int pilotID;
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);
243 void KeyHook();
244 JFW_Vehicle_Weapon_Switcher() {old_weapon = 0;}
245 ~JFW_Vehicle_Weapon_Switcher() {SAFE_DELETE_ARRAY(old_weapon);}
246};
247
279class JFW_Char_Weapon_Switcher : public JFW_Key_Hook_Base {
280 time_t LastSwitch;
281 bool Weapon2;
282 bool InTimer;
283 void Created( GameObject *obj );
284 void KeyHook();
285 void Timer_Expired( GameObject *obj,int number );
286};
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