Tiberian Technologies Scripts Reference Revision: 9000
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jfwmisc.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_User_Settable_Parameters : public ScriptImpClass {
14 void Created(GameObject *obj);
15};
16
17class JFW_Debug_Text_File : public ScriptImpClass {
18 const char *filename;
19 const char *description;
20 FILE *f;
21 time_t t2;
22 time_t t;
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);
36};
37
38// -------------------------------------------------------------------------------------------------
39
55class JFW_Power_Off : public ScriptImpClass {
56 void Custom(GameObject *obj,int type,int param,GameObject *sender);
57};
58
59// -------------------------------------------------------------------------------------------------
60
73class JFW_Follow_Waypath : public ScriptImpClass {
74 void Created(GameObject *obj);
75};
76
77// -------------------------------------------------------------------------------------------------
78
105class JFW_Object_Draw_In_Order : public ScriptImpClass {
106 int currentmodelnumber;
107 int currentmodelid;
108 void Created(GameObject *obj);
109 void Custom(GameObject *obj,int type,int param,GameObject *sender);
110 public: void Register_Auto_Save_Variables();
111};
112
113// -------------------------------------------------------------------------------------------------
114
143class JFW_Object_Draw_In_Order_2 : public ScriptImpClass {
144 int currentmodelnumber;
145 int currentmodelid;
146 void Created(GameObject *obj);
147 void Custom(GameObject *obj,int type,int param,GameObject *sender);
148 public: void Register_Auto_Save_Variables();
149};
150
151// -------------------------------------------------------------------------------------------------
152
180class JFW_Object_Draw_Random : public ScriptImpClass {
181 int currentmodelid;
182 void Created(GameObject *obj);
183 void Custom(GameObject *obj,int type,int param,GameObject *sender);
184public: void Register_Auto_Save_Variables();
185};
186
187class JFW_Play_Animation_Destroy_Object : public ScriptImpClass {
188 void Created(GameObject *obj);
189 void Animation_Complete(GameObject *obj,const char *animation_name);
190};
191
192class JFW_Model_Animation : public ScriptImpClass {
193 void Created(GameObject *obj);
194};
195
196class JFW_Model_Animation_2 : public ScriptImpClass {
197 void Created(GameObject *obj);
198};
199
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);
203};
204
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);
208};
209
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);
213};
214
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);
218};
219
220class JFW_Fog_Create : public ScriptImpClass {
221 void Created(GameObject *obj);
222 void Destroyed(GameObject *obj);
223 void Timer_Expired(GameObject *obj,int number);
224};
225
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);
230};
231
232class JFW_Goto_Object_On_Startup : public ScriptImpClass {
233 void Created(GameObject *obj);
234};
235
236class JFW_BHS_DLL : public ScriptImpClass {
237 void Created(GameObject *obj);
238};
239
240class JFW_Scope : public ScriptImpClass {
241 void Created(GameObject *obj);
242};
243
244class JFW_HUD_INI : public ScriptImpClass {
245 void Created(GameObject *obj);
246};
247
248class JFW_Screen_Fade_On_Custom : public ScriptImpClass {
249 void Custom(GameObject *obj,int type,int param,GameObject *sender);
250};
251
252class JFW_Screen_Fade_On_Enter : public ScriptImpClass {
253 void Entered(GameObject *obj,GameObject *enterer);
254};
255
256class JFW_Screen_Fade_On_Exit : public ScriptImpClass {
257 void Exited(GameObject *obj,GameObject *exiter);
258};
259
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);
263};
264
265class JFW_Stealthable_Object : public ScriptImpClass {
266 bool enabled;
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();
270};
271
272class JFW_Object_Counter : public ScriptImpClass {
273 int count;
274 void Custom(GameObject *obj,int type,int param,GameObject *sender);
275 public: void Register_Auto_Save_Variables();
276};
277
297class JFW_Change_Spawn_Character : public ScriptImpClass {
298 void Created(GameObject *obj);
299};
300
301class JFW_Show_Info_Texture : public ScriptImpClass {
302 void Created(GameObject *obj);
303 void Timer_Expired(GameObject *obj,int number);
304};
305
306class JFW_Wireframe_Mode : public ScriptImpClass {
307};
308
309class JFW_Change_Radar_Map : public ScriptImpClass {
310 void Created(GameObject *obj);
311};
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);
316};
317
318class JFW_Credit_Grant : public ScriptImpClass {
319 void Created(GameObject *obj);
320 void Timer_Expired(GameObject *obj,int number);
321};
322
323class JFW_PT_Hide_Death : public ScriptImpClass {
324 void Killed(GameObject *obj,GameObject *killer);
325};
326
327class JFW_PT_Hide : public ScriptImpClass {
328 void Created(GameObject *obj);
329};
330
331class JFW_PT_Hide_Custom : public ScriptImpClass {
332 void Custom(GameObject *obj,int type,int param,GameObject *sender);
333};
334
335class JFW_PT_Hide_Timer : public ScriptImpClass {
336 void Created(GameObject *obj);
337 void Timer_Expired(GameObject *obj,int number);
338};
339
340class JFW_PT_Show_Death : public ScriptImpClass {
341 void Killed(GameObject *obj,GameObject *killer);
342};
343
344class JFW_PT_Show : public ScriptImpClass {
345 void Created(GameObject *obj);
346};
347
348class JFW_PT_Show_Custom : public ScriptImpClass {
349 void Custom(GameObject *obj,int type,int param,GameObject *sender);
350};
351
352class JFW_PT_Show_Timer : public ScriptImpClass {
353 void Created(GameObject *obj);
354 void Timer_Expired(GameObject *obj,int number);
355};
356
357class JFW_Follow_Waypath_Zone : public ScriptImpClass {
358 void Entered(GameObject *obj,GameObject *enterer);
359};
360
361class JFW_Set_Info_Texture : public ScriptImpClass {
362 void Custom(GameObject *obj,int type,int param,GameObject *sender);
363};
364
365class JFW_Clear_Info_Texture : public ScriptImpClass {
366 void Custom(GameObject *obj,int type,int param,GameObject *sender);
367};
368
369class JFW_Set_Time_Custom : public ScriptImpClass {
370 void Custom(GameObject *obj,int type,int param,GameObject *sender);
371};
372
373class JFW_Set_Time_Limit_Custom : public ScriptImpClass {
374 void Custom(GameObject *obj,int type,int param,GameObject *sender);
375};
376
377class JFW_Radar_Low_Power : public ScriptImpClass {
378 void Killed(GameObject *obj,GameObject *killer);
379};
380
381class JFW_Game_Hint_Soldier : public ScriptImpClass {
382 void Created(GameObject *obj);
383 void Timer_Expired(GameObject *obj,int number);
384};
385
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);
389};
390
391class JFW_Game_Hint_Zone : public ScriptImpClass {
392 void Entered(GameObject *obj,GameObject *enterer);
393};
394
395class JFW_Game_Hint_Image_Soldier : public ScriptImpClass {
396 void Created(GameObject *obj);
397 void Timer_Expired(GameObject *obj,int number);
398};
399
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);
403};
404
405class JFW_Game_Hint_Image_Zone : public ScriptImpClass {
406 void Entered(GameObject *obj,GameObject *enterer);
407};
408
409class JFW_Moon_Is_Earth : public ScriptImpClass {
410 void Created(GameObject *obj);
411};
412
413class JFW_Points_Custom : public ScriptImpClass {
414 void Custom(GameObject *obj,int type,int param,GameObject *sender);
415};
416
417class JFW_Display_String_Custom : public ScriptImpClass {
418 void Custom(GameObject *obj,int type,int param,GameObject *sender);
419};
420
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);
425 unsigned int count;
426};
427
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);
432 unsigned int count;
433};
434
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);
439 unsigned int count;
440};
441
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);
446 unsigned int count;
447};
448
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);
453 unsigned int count;
454};
455
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);
460 unsigned int count;
461};
462
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);
467 unsigned int count;
468};
469
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);
474 unsigned int count;
475};
476
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);
481 unsigned int count;
482};
483
484class JFW_Engineer_Hack : public ScriptImpClass {
485 unsigned int Warhead;
486 int IndcatorID;
487 float HackHealth;
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);
494};
495
496class JFW_Double_Animation : public ScriptImpClass {
497 void Created(GameObject *obj);
498 void Custom(GameObject *obj,int type,int param,GameObject *sender);
499};
500
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);
506};
507
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);
513};
514
515class JFW_EMP_Mine_Manager : public ScriptImpClass {
516 int mines;
517 void Created(GameObject *obj);
518 void Custom(GameObject *obj,int type,int param,GameObject *sender);
519};
520
521class JFW_EMP_Mine_Manager_2 : public ScriptImpClass {
522 int mines;
523 void Created(GameObject *obj);
524 void Custom(GameObject *obj,int type,int param,GameObject *sender);
525};
526
527class JFW_EMP_Mine_Layer : public ScriptImpClass {
528 void Damaged(GameObject *obj,GameObject *damager,float amount);
529};
530
531class JFW_Radar_Disable_Death : public ScriptImpClass {
532 void Killed(GameObject *obj,GameObject *killer);
533};
534
535class JFW_Cyborg_Reaper : public ScriptImpClass {
536 int driverid;
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);
541};
542
543class JFW_Limpet_Drone : public ScriptImpClass {
544 bool stealth;
545 void Created(GameObject *obj);
546 void Custom(GameObject *obj,int type,int param,GameObject *sender);
547};
548
549class JFW_Forward_Custom_Object : public ScriptImpClass {
550 void Custom(GameObject *obj,int type,int param,GameObject *sender);
551};
552
553class JFW_Death_Send_Custom_Self : public ScriptImpClass {
554 void Killed(GameObject *obj,GameObject *killer);
555};
556
557class JFW_Hunter_Seeker : public JFW_Key_Hook_Base {
558 int driverid;
559 void Created(GameObject *obj);
560 void KeyHook();
561 void Custom(GameObject *obj,int type,int param,GameObject *sender);
562 void Timer_Expired(GameObject *obj,int number);
563};
564
565class JFW_Ion_Storm : public ScriptImpClass {
566 bool storm;
567 void Created(GameObject *obj);
568 void Timer_Expired(GameObject *obj,int number);
569};
570
571class JFW_Ion_Storm_2 : public ScriptImpClass {
572 bool storm;
573 void Created(GameObject *obj);
574 void Timer_Expired(GameObject *obj,int number);
575};
576
577class JFW_Ion_Storm_3 : public ScriptImpClass {
578 void Created(GameObject *obj);
579 void Timer_Expired(GameObject *obj,int number);
580};
581
582class JFW_Ion_Storm_Weather : public ScriptImpClass {
583 void Custom(GameObject *obj,int type,int param,GameObject *sender);
584};
585
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;
592 float Cloud_Cover;
593 float Cloud_Gloominess;
594 void Custom(GameObject *obj, int type, int param, GameObject *sender);
595};
596
597class JFW_Ion_Lightning : public ScriptImpClass {
598 bool storm;
599 void Created(GameObject *obj);
600 void Custom(GameObject *obj,int type,int param,GameObject *sender);
601 void Timer_Expired(GameObject *obj,int number);
602};
603
604class JFW_Tech_Level_Custom : public ScriptImpClass {
605 void Custom(GameObject *obj,int type,int param,GameObject *sender);
606};
607
608class JFW_Tech_Level_Startup : public ScriptImpClass {
609 void Created(GameObject *obj);
610};
611
612class JFW_Tech_Level_Timer : public ScriptImpClass {
613 void Created(GameObject *obj);
614 void Timer_Expired(GameObject *obj,int number);
615};
616
617class JFW_Change_Character_Created : public ScriptImpClass {
618 void Created(GameObject *obj);
619};
620
621class JFW_Change_Model_Created : public ScriptImpClass {
622 void Created(GameObject *obj);
623};
624
625class JFW_Spawn_Object_Created : public ScriptImpClass {
626 void Created(GameObject *obj);
627};
628
629class JFW_Killed_String_Sound : public ScriptImpClass {
630 void Killed(GameObject *obj,GameObject *killer);
631};
632
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);
639 int id;
640};
641
642class JFW_MSA : public ScriptImpClass {
643 bool deploy;
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);
649};
650
651class JFW_Vehicle_Zone : public ScriptImpClass {
652 unsigned long zoneID;
653 void Created(GameObject *obj);
654 void Destroyed(GameObject *obj);
655};
656
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);
662};
663
664class JFW_Building_Zone : public ScriptImpClass {
665 void Created(GameObject *obj);
666};
667
668class JFW_Send_Message_Preset_Death : public ScriptImpClass {
669 void Killed(GameObject *obj);
670};
671
672class JMG_Send_Custom_To_Self_On_Timer : public ScriptImpClass {
673 void Created(GameObject *obj);
674 void Timer_Expired(GameObject *obj,int number);
675};
676
677class JFW_Vehicle_Crate : public ScriptImpClass {
678 void Custom(GameObject *obj, int type, int param, GameObject *sender);
679};
680
681class JFW_Warhead_Custom : public ScriptImpClass {
682 void Damaged(GameObject *obj, GameObject *damager, float amount);
683};
684
685class JFW_Airstrike_Cinematic : public ScriptImpClass {
686 void Custom(GameObject *obj, int type, int param, GameObject *sender);
687};
688
689class JFW_Spy_Disguise_Target : public ScriptImpClass {
690 void Damaged(GameObject *obj, GameObject *damager, float amount);
691};
692
693class JFW_Spawner_Delay : public ScriptImpClass {
694 void Created(GameObject *obj);
695 void Timer_Expired(GameObject *obj,int number);
696};
697
698class JFW_EMP_Indicator : public ScriptImpClass {
699 unsigned int Warhead;
700 unsigned int id;
701 void Created(GameObject *obj);
702 void Damaged(GameObject *obj,GameObject *damager,float amount);
703 void Timer_Expired(GameObject *obj,int number);
704};
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