13class JFW_User_Settable_Parameters :
public ScriptImpClass {
14 void Created(GameObject *obj);
17class JFW_Debug_Text_File :
public ScriptImpClass {
19 const char *description;
23 void Created(GameObject *obj);
24 void Destroyed(GameObject *obj);
25 void Killed(GameObject *obj,GameObject *killer);
26 void Damaged(GameObject *obj,GameObject *damager,
float amount);
27 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
28 void Sound_Heard(GameObject *obj,
const CombatSound & sound);
29 void Enemy_Seen(GameObject *obj,GameObject *enemy);
30 void Action_Complete(GameObject *obj,
int action_id,ActionCompleteReason complete_reason);
31 void Timer_Expired(GameObject *obj,
int number);
32 void Animation_Complete(GameObject *obj,
const char *animation_name);
33 void Poked(GameObject *obj,GameObject *poker);
34 void Entered(GameObject *obj,GameObject *enterer);
35 void Exited(GameObject *obj,GameObject *exiter);
56 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
74 void Created(GameObject *obj);
106 int currentmodelnumber;
108 void Created(GameObject *obj);
109 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
110 public:
void Register_Auto_Save_Variables();
144 int currentmodelnumber;
146 void Created(GameObject *obj);
147 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
148 public:
void Register_Auto_Save_Variables();
182 void Created(GameObject *obj);
183 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
184public:
void Register_Auto_Save_Variables();
187class JFW_Play_Animation_Destroy_Object :
public ScriptImpClass {
188 void Created(GameObject *obj);
189 void Animation_Complete(GameObject *obj,
const char *animation_name);
192class JFW_Model_Animation :
public ScriptImpClass {
193 void Created(GameObject *obj);
196class JFW_Model_Animation_2 :
public ScriptImpClass {
197 void Created(GameObject *obj);
200class JFW_Animated_Effect :
public ScriptImpClass {
201 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
202 void Animation_Complete(GameObject *obj,
const char *animation_name);
205class JFW_Animated_Effect_2 :
public ScriptImpClass {
206 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
207 void Animation_Complete(GameObject *obj,
const char *animation_name);
210class JFW_Random_Animated_Effect :
public ScriptImpClass {
211 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
212 void Animation_Complete(GameObject *obj,
const char *animation_name);
215class JFW_Random_Animated_Effect_2 :
public ScriptImpClass {
216 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
217 void Animation_Complete(GameObject *obj,
const char *animation_name);
220class JFW_Fog_Create :
public ScriptImpClass {
221 void Created(GameObject *obj);
222 void Destroyed(GameObject *obj);
223 void Timer_Expired(GameObject *obj,
int number);
226class JFW_War_Blitz_Create :
public ScriptImpClass {
227 void Created(GameObject *obj);
228 void Destroyed(GameObject *obj);
229 void Timer_Expired(GameObject *obj,
int number);
232class JFW_Goto_Object_On_Startup :
public ScriptImpClass {
233 void Created(GameObject *obj);
236class JFW_BHS_DLL :
public ScriptImpClass {
237 void Created(GameObject *obj);
240class JFW_Scope :
public ScriptImpClass {
241 void Created(GameObject *obj);
244class JFW_HUD_INI :
public ScriptImpClass {
245 void Created(GameObject *obj);
248class JFW_Screen_Fade_On_Custom :
public ScriptImpClass {
249 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
252class JFW_Screen_Fade_On_Enter :
public ScriptImpClass {
253 void Entered(GameObject *obj,GameObject *enterer);
256class JFW_Screen_Fade_On_Exit :
public ScriptImpClass {
257 void Exited(GameObject *obj,GameObject *exiter);
260class JFW_Screen_Fade_Custom_Timer :
public ScriptImpClass {
261 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
262 void Timer_Expired(GameObject *obj,
int number);
265class JFW_Stealthable_Object :
public ScriptImpClass {
267 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
268 void Timer_Expired(GameObject *obj,
int number);
269 public:
void Register_Auto_Save_Variables();
272class JFW_Object_Counter :
public ScriptImpClass {
274 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
275 public:
void Register_Auto_Save_Variables();
298 void Created(GameObject *obj);
301class JFW_Show_Info_Texture :
public ScriptImpClass {
302 void Created(GameObject *obj);
303 void Timer_Expired(GameObject *obj,
int number);
306class JFW_Wireframe_Mode :
public ScriptImpClass {
309class JFW_Change_Radar_Map :
public ScriptImpClass {
310 void Created(GameObject *obj);
312class JFW_Goto_Player_Timer :
public ScriptImpClass {
313 void Created(GameObject *obj);
314 void Timer_Expired(GameObject *obj,
int number);
315 void Action_Complete(GameObject *obj,
int action_id,ActionCompleteReason complete_reason);
318class JFW_Credit_Grant :
public ScriptImpClass {
319 void Created(GameObject *obj);
320 void Timer_Expired(GameObject *obj,
int number);
323class JFW_PT_Hide_Death :
public ScriptImpClass {
324 void Killed(GameObject *obj,GameObject *killer);
327class JFW_PT_Hide :
public ScriptImpClass {
328 void Created(GameObject *obj);
331class JFW_PT_Hide_Custom :
public ScriptImpClass {
332 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
335class JFW_PT_Hide_Timer :
public ScriptImpClass {
336 void Created(GameObject *obj);
337 void Timer_Expired(GameObject *obj,
int number);
340class JFW_PT_Show_Death :
public ScriptImpClass {
341 void Killed(GameObject *obj,GameObject *killer);
344class JFW_PT_Show :
public ScriptImpClass {
345 void Created(GameObject *obj);
348class JFW_PT_Show_Custom :
public ScriptImpClass {
349 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
352class JFW_PT_Show_Timer :
public ScriptImpClass {
353 void Created(GameObject *obj);
354 void Timer_Expired(GameObject *obj,
int number);
357class JFW_Follow_Waypath_Zone :
public ScriptImpClass {
358 void Entered(GameObject *obj,GameObject *enterer);
361class JFW_Set_Info_Texture :
public ScriptImpClass {
362 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
365class JFW_Clear_Info_Texture :
public ScriptImpClass {
366 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
369class JFW_Set_Time_Custom :
public ScriptImpClass {
370 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
373class JFW_Set_Time_Limit_Custom :
public ScriptImpClass {
374 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
377class JFW_Radar_Low_Power :
public ScriptImpClass {
378 void Killed(GameObject *obj,GameObject *killer);
381class JFW_Game_Hint_Soldier :
public ScriptImpClass {
382 void Created(GameObject *obj);
383 void Timer_Expired(GameObject *obj,
int number);
386class JFW_Game_Hint_Vehicle :
public ScriptImpClass {
387 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
388 void Timer_Expired(GameObject *obj,
int number);
391class JFW_Game_Hint_Zone :
public ScriptImpClass {
392 void Entered(GameObject *obj,GameObject *enterer);
395class JFW_Game_Hint_Image_Soldier :
public ScriptImpClass {
396 void Created(GameObject *obj);
397 void Timer_Expired(GameObject *obj,
int number);
400class JFW_Game_Hint_Image_Vehicle :
public ScriptImpClass {
401 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
402 void Timer_Expired(GameObject *obj,
int number);
405class JFW_Game_Hint_Image_Zone :
public ScriptImpClass {
406 void Entered(GameObject *obj,GameObject *enterer);
409class JFW_Moon_Is_Earth :
public ScriptImpClass {
410 void Created(GameObject *obj);
413class JFW_Points_Custom :
public ScriptImpClass {
414 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
417class JFW_Display_String_Custom :
public ScriptImpClass {
418 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
421class JFW_Preset_Disable :
public ScriptImpClass {
422 void Created(GameObject *obj);
423 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
424 void Killed(GameObject *obj,GameObject *killer);
428class JFW_Power_Disable :
public ScriptImpClass {
429 void Created(GameObject *obj);
430 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
431 void Killed(GameObject *obj,GameObject *killer);
435class JFW_Radar_Disable :
public ScriptImpClass {
436 void Created(GameObject *obj);
437 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
438 void Killed(GameObject *obj,GameObject *killer);
442class JFW_Conyard_Disable :
public ScriptImpClass {
443 void Created(GameObject *obj);
444 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
445 void Killed(GameObject *obj,GameObject *killer);
449class JFW_Refinery_Disable :
public ScriptImpClass {
450 void Created(GameObject *obj);
451 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
452 void Killed(GameObject *obj,GameObject *killer);
456class JFW_VehicleFactory_Disable :
public ScriptImpClass {
457 void Created(GameObject *obj);
458 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
459 void Killed(GameObject *obj,GameObject *killer);
463class JFW_AirFactory_Disable :
public ScriptImpClass {
464 void Created(GameObject *obj);
465 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
466 void Killed(GameObject *obj,GameObject *killer);
470class JFW_NavalFactory_Disable :
public ScriptImpClass {
471 void Created(GameObject *obj);
472 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
473 void Killed(GameObject *obj,GameObject *killer);
477class JFW_SoldierFactory_Disable :
public ScriptImpClass {
478 void Created(GameObject *obj);
479 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
480 void Killed(GameObject *obj,GameObject *killer);
484class JFW_Engineer_Hack :
public ScriptImpClass {
485 unsigned int Warhead;
488 void Created(GameObject *obj);
489 void Killed(GameObject *obj,GameObject *killer);
490 void Damaged(GameObject *obj,GameObject *damager,
float amount);
491 void Timer_Expired(GameObject *obj,
int number);
492 void Apply_Damage(GameObject *obj,
float damage);
493 void Apply_Repair(GameObject *obj,
float repair);
496class JFW_Double_Animation :
public ScriptImpClass {
497 void Created(GameObject *obj);
498 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
501class JFW_EMP :
public ScriptImpClass {
502 unsigned int Warhead;
503 void Created(GameObject *obj);
504 void Damaged(GameObject *obj,GameObject *damager,
float amount);
505 void Timer_Expired(GameObject *obj,
int number);
508class JFW_EMP_Mine :
public ScriptImpClass {
509 void Created(GameObject *obj);
510 void Enemy_Seen(GameObject *obj,GameObject *enemy);
511 void Destroyed(GameObject *obj);
512 void Timer_Expired(GameObject *obj,
int number);
515class JFW_EMP_Mine_Manager :
public ScriptImpClass {
517 void Created(GameObject *obj);
518 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
521class JFW_EMP_Mine_Manager_2 :
public ScriptImpClass {
523 void Created(GameObject *obj);
524 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
527class JFW_EMP_Mine_Layer :
public ScriptImpClass {
528 void Damaged(GameObject *obj,GameObject *damager,
float amount);
531class JFW_Radar_Disable_Death :
public ScriptImpClass {
532 void Killed(GameObject *obj,GameObject *killer);
535class JFW_Cyborg_Reaper :
public ScriptImpClass {
537 void Created(GameObject *obj);
538 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
539 void Timer_Expired(GameObject *obj,
int number);
540 void Killed(GameObject *obj,GameObject *killer);
543class JFW_Limpet_Drone :
public ScriptImpClass {
545 void Created(GameObject *obj);
546 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
549class JFW_Forward_Custom_Object :
public ScriptImpClass {
550 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
553class JFW_Death_Send_Custom_Self :
public ScriptImpClass {
554 void Killed(GameObject *obj,GameObject *killer);
557class JFW_Hunter_Seeker :
public JFW_Key_Hook_Base {
559 void Created(GameObject *obj);
561 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
562 void Timer_Expired(GameObject *obj,
int number);
565class JFW_Ion_Storm :
public ScriptImpClass {
567 void Created(GameObject *obj);
568 void Timer_Expired(GameObject *obj,
int number);
571class JFW_Ion_Storm_2 :
public ScriptImpClass {
573 void Created(GameObject *obj);
574 void Timer_Expired(GameObject *obj,
int number);
577class JFW_Ion_Storm_3 :
public ScriptImpClass {
578 void Created(GameObject *obj);
579 void Timer_Expired(GameObject *obj,
int number);
582class JFW_Ion_Storm_Weather :
public ScriptImpClass {
583 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
586class JFW_Ion_Storm_Weather_2 :
public ScriptImpClass {
587 float Lightning_Intensity;
588 float Lightning_Start_Distance;
589 float Lightning_End_Distance;
590 float Lightning_Heading;
591 float Lightning_Distribution;
593 float Cloud_Gloominess;
594 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
597class JFW_Ion_Lightning :
public ScriptImpClass {
599 void Created(GameObject *obj);
600 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
601 void Timer_Expired(GameObject *obj,
int number);
604class JFW_Tech_Level_Custom :
public ScriptImpClass {
605 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
608class JFW_Tech_Level_Startup :
public ScriptImpClass {
609 void Created(GameObject *obj);
612class JFW_Tech_Level_Timer :
public ScriptImpClass {
613 void Created(GameObject *obj);
614 void Timer_Expired(GameObject *obj,
int number);
617class JFW_Change_Character_Created :
public ScriptImpClass {
618 void Created(GameObject *obj);
621class JFW_Change_Model_Created :
public ScriptImpClass {
622 void Created(GameObject *obj);
625class JFW_Spawn_Object_Created :
public ScriptImpClass {
626 void Created(GameObject *obj);
629class JFW_Killed_String_Sound :
public ScriptImpClass {
630 void Killed(GameObject *obj,GameObject *killer);
633class JFW_Custom_Create_Object_At_Bone :
public ScriptImpClass {
634 void Created(GameObject *obj);
635 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
636 void Timer_Expired(GameObject *obj,
int number);
637 void Killed(GameObject *obj,GameObject *killer);
638 void Destroyed(GameObject *obj);
642class JFW_MSA :
public ScriptImpClass {
644 unsigned long sizeID;
645 void Created(GameObject *obj);
646 void Timer_Expired(GameObject *obj,
int number);
647 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
648 void Destroyed(GameObject *obj);
651class JFW_Vehicle_Zone :
public ScriptImpClass {
652 unsigned long zoneID;
653 void Created(GameObject *obj);
654 void Destroyed(GameObject *obj);
657class JFW_Building_Zone_Controller :
public ScriptImpClass {
658 unsigned long zoneID;
659 void Created(GameObject *obj);
660 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
661 void Killed(GameObject *obj);
664class JFW_Building_Zone :
public ScriptImpClass {
665 void Created(GameObject *obj);
668class JFW_Send_Message_Preset_Death :
public ScriptImpClass {
669 void Killed(GameObject *obj);
672class JMG_Send_Custom_To_Self_On_Timer :
public ScriptImpClass {
673 void Created(GameObject *obj);
674 void Timer_Expired(GameObject *obj,
int number);
677class JFW_Vehicle_Crate :
public ScriptImpClass {
678 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
681class JFW_Warhead_Custom :
public ScriptImpClass {
682 void Damaged(GameObject *obj, GameObject *damager,
float amount);
685class JFW_Airstrike_Cinematic :
public ScriptImpClass {
686 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
689class JFW_Spy_Disguise_Target :
public ScriptImpClass {
690 void Damaged(GameObject *obj, GameObject *damager,
float amount);
693class JFW_Spawner_Delay :
public ScriptImpClass {
694 void Created(GameObject *obj);
695 void Timer_Expired(GameObject *obj,
int number);
698class JFW_EMP_Indicator :
public ScriptImpClass {
699 unsigned int Warhead;
701 void Created(GameObject *obj);
702 void Damaged(GameObject *obj,GameObject *damager,
float amount);
703 void Timer_Expired(GameObject *obj,
int number);
Change Spawn Character.
Definition jfwmisc.h:297
Follow Waypath.
Definition jfwmisc.h:73
Draw a Subset of a Series of Models.
Definition jfwmisc.h:143
Draw a Series of Models.
Definition jfwmisc.h:105
Draw a Randomised Series of Models.
Definition jfwmisc.h:180
Set Building Power State On Custom.
Definition jfwmisc.h:55