17#include "LoopedAnimationController.h"
110 void Created ( GameObject* obj );
111 void Timer_Expired ( GameObject* obj,
int number );
122class dp88_unitSounds :
public ScriptImpClass
124 void Created ( GameObject* obj );
125 void Damaged( GameObject *obj, GameObject *damager,
float amount );
126 void Killed ( GameObject *obj, GameObject *killer );
127 void Timer_Expired ( GameObject* obj,
int number );
128 void Custom ( GameObject* obj,
int type,
int param, GameObject* sender );
132 bool heavilyDamagedEnabled;
134 bool fallingDamageEnabled;
146class dp88_uniqueInfantry_controller :
public JFW_Object_Created_Hook_Base
148 void Created ( GameObject* obj );
149 void ObjectCreateHook ( GameObject* obj );
150 void Destroyed ( GameObject* obj );
152 char* infantry_preset;
268 void Created ( GameObject* obj );
269 void Detach ( GameObject* obj );
270 void Damaged( GameObject *obj, GameObject *damager,
float amount );
271 void Timer_Expired ( GameObject* obj,
int number );
273 void SetDamageAnimation ( GameObject* obj );
275 int currentDamageLevel;
281 int damageLevelBoundaries[6];
282 int damageLevelStartFrames[6];
283 int damageLevelEndFrames[6];
284 int damageLevelLowPowerStartFrames[6];
285 int damageLevelLowPowerEndFrames[6];
287 bool m_bUseDestroyedMode;
301class dp88_objectAnnouncements :
public ScriptImpClass
303 void Created ( GameObject* obj );
304 void Damaged ( GameObject *obj, GameObject *damager,
float amount );
305 void Killed ( GameObject *obj, GameObject *killer );
307 time_t lastAnnouncementTime;
308 int minimumAnnounceInterval;
310 unsigned long team0_underAttackStringId;
311 unsigned long team1_underAttackStringId;
312 unsigned long team0_destroyedStringId;
313 unsigned long team1_destroyedStringId;
315 unsigned long team0_underAttackSoundId;
316 unsigned long team1_underAttackSoundId;
317 unsigned long team0_destroyedSoundId;
318 unsigned long team1_destroyedSoundId;
329class dp88_chronoTank :
public JFW_Key_Hook_Base
331 void Created ( GameObject* obj );
332 void Killed ( GameObject *obj, GameObject *killer );
333 void Custom( GameObject *obj,
int type,
int param, GameObject *sender );
334 void Timer_Expired ( GameObject* obj,
int number );
337 void Shift_Out_Begin(GameObject* obj);
338 void Shift_Out_Complete(GameObject* obj);
339 void Shift_Out_Cleanup(GameObject* obj);
340 void Shift_In_Begin(GameObject* obj);
341 void Shift_In_Complete(GameObject* obj);
342 void Shift_In_Cleanup(GameObject* obj);
347 int shifted_vehicle_object_id;
355 CT_STATE_SHIFTING_OUT,
356 CT_STATE_SHIFTED_OUT_PENDING_CLEANUP_1,
357 CT_STATE_SHIFTED_OUT_PENDING_CLEANUP_2,
358 CT_STATE_SHIFTED_OUT,
359 CT_STATE_SHIFTING_IN,
360 CT_STATE_SHIFTED_IN_PENDING_CLEANUP_1,
361 CT_STATE_SHIFTED_IN_PENDING_CLEANUP_2
371class dp88_spawnVehiclePart :
public ScriptImpClass
373 void Created ( GameObject* obj );
374 void Timer_Expired( GameObject *obj,
int number );
375 void Killed ( GameObject* obj, GameObject *killer );
376 void Destroyed( GameObject* obj );
412 void Created ( GameObject* obj );
413 void Damaged ( GameObject *obj, GameObject *damager,
float amount );
414 void Killed ( GameObject* obj, GameObject *killer );
416 void GivePointsAndMoney ( GameObject* obj,
float points,
float money );
421 float m_damagePoints;
422 float m_repairPoints;
429class dp88_customPointsPercentage :
public ScriptImpClass
432 void Created(GameObject* obj);
433 void Damaged(GameObject *obj, GameObject *damager,
float amount);
434 void Killed(GameObject* obj, GameObject *killer);
436 void GivePointsAndMoney(GameObject* obj,
float points,
float money);
439 float m_damagePoints;
440 float m_repairPoints;
517 void Created ( GameObject* pSelf );
518 void Destroyed ( GameObject* pSelf );
519 void Timer_Expired ( GameObject* pSelf,
int number );
520 void Custom ( GameObject* pSelf,
int type,
int param, GameObject* pSender );
522 int GetWinningTeamID();
523 int GetLosingTeamID();
525 void DisplayMessage(StringClass message);
542 int m_objectCreateHookId;
672 void Created( GameObject* pObj );
673 void Timer_Expired( GameObject* pObj,
int number );
676 void IncrementCaptureProgress( GameObject* pObj,
int team,
int nPlayers );
677 void UpdateAnimationFrame( GameObject* pObj );
684 void DisplayMessage(GameObject* pObj, StringClass message,
int sendtoteam = 2);
695 int m_multiCaptureCap;
696 float m_multiCaptureMultiplier;
697 bool m_bAllowMajorityCapture;
698 int m_nAnimTransitionFrames;
700 int m_aiPriority_soldier;
701 int m_aiPriority_lvehicle;
702 int m_aiPriority_hvehicle;
703 int m_aiPriority_aircraft;
730 void Created( GameObject* pObj );
731 void Timer_Expired( GameObject* pObj,
int number );
755 void Created ( GameObject* pObj );
756 void Custom ( GameObject* pObj,
int type,
int param, GameObject* pSender );
757 void Detach ( GameObject* pObj );
759 void HidePassengerBlip (
class VehicleGameObj* pVehicle,
class SoldierGameObj* pSoldier );
760 void RestorePassengerBlip (
class SoldierGameObj* pSoldier );
792 void Created ( GameObject* pObj );
793 void Timer_Expired ( GameObject* pObj,
int number );
794 void Custom ( GameObject* pObj,
int type,
int param, GameObject* pSender );
796 float Get_Turret_Facing (
class RenderObjClass* pRenderObj );
797 void Play_Sound ( GameObject* pObj );
798 void Stop_Sound ( GameObject* pObj );
805 float m_nMinDifferential;
841 void Created ( GameObject* pObj );
842 void Entered ( GameObject* pObj, GameObject* pEnterer );
843 void Custom ( GameObject* pObj,
int type,
int param, GameObject* pSender );
844 void Poked ( GameObject* pObj, GameObject* pPoker );
852 bool m_bTeleportInfantry;
853 bool m_bTeleportVehicles;
889 void Created ( GameObject* pObj );
890 void Timer_Expired ( GameObject* pObj,
int number );
893 void UpdateAnimationFrame ( GameObject* pObj );
902 const char* m_strAnimation;
929 virtual void Created ( GameObject* pObj );
931 const char* GetCamoVariant()
const {
return m_camoVariant; };
934 const char* m_camoVariant;
960 virtual void Created ( GameObject* pObj );
1000 void Created ( GameObject* pObj );
1001 void Custom ( GameObject* pObj,
int type,
int param, GameObject* pSender );
1004 void Create_Object ( GameObject* pobj, GameObject* pOwner );
1032 void Custom ( GameObject* pObj,
int type,
int param, GameObject* pSender );
1116 const static int MODE_HEALTH = 1;
1117 const static int MODE_ARMOUR = 2;
1118 const static int MODE_PILOTED_HEALTH = 4;
1119 const static int MODE_PILOTED_ARMOUR = 8;
1120 const static int MODE_OCCUPIED_HEALTH = 16;
1121 const static int MODE_OCCUPIED_ARMOUR = 32;
1122 const static int MODE_DRIVER_HEALTH = 64;
1123 const static int MODE_DRIVER_ARMOUR = 128;
1124 const static int MODE_PASSENGERS_HEALTH = 256;
1125 const static int MODE_PASSENGERS_ARMOUR = 512;
1128 void Created( GameObject *obj );
1129 void Timer_Expired( GameObject *obj,
int number );
1130 void Damaged ( GameObject *obj, GameObject *damager,
float amount );
1131 void Custom( GameObject *obj,
int type,
int param, GameObject *sender );
1134 bool IsModeEnabled(
int mode);
1135 void RegenObject(GameObject* obj,
bool bHealth,
bool bArmour);
1136 void ApplyNonWarheadRepairs(GameObject* obj,
float amount,
bool bHealth,
bool bArmour);
1140 time_t m_lastDamage;
1149 int m_lastDamageTimeout;
1193 void Created(GameObject* obj);
1194 void Killed(GameObject* obj, GameObject *killer);
1195 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
1197 int m_spawnedObjectId;
Controller for looped animations using a subset of frames.
Definition LoopedAnimationController.h:31
Vehicle Ammo Animation.
Definition dp88_misc.h:887
int m_ammoAnimObjId
Definition dp88_misc.h:898
Camo Controller.
Definition dp88_misc.h:927
Camo Object.
Definition dp88_misc.h:958
Create Object With Cinematic.
Definition dp88_misc.h:998
Create Attached Object.
Definition dp88_misc.h:1192
Dynamic Spawner - Controller.
Definition dp88_misc.h:1247
Dynamic Spawner - Simple Spawner.
Definition dp88_misc.h:1274
Dynamic Spawner - Vehicle Spawner.
Definition dp88_misc.h:1315
Health Regeneration.
Definition dp88_misc.h:1114
Set Team On Custom.
Definition dp88_misc.h:1030
Conquest Mode - Control Object.
Definition dp88_misc.h:728
int m_controllerID
Definition dp88_misc.h:734
Conquest Mode - Control Zone.
Definition dp88_misc.h:670
void ChangeOwner(GameObject *pObj, int team)
Definition dp88_misc.cpp:1768
int m_zoneID
Definition dp88_misc.h:687
float m_captureState
Definition dp88_misc.h:688
bool m_bTickRunning
Definition dp88_misc.h:690
int m_controllerID
Definition dp88_misc.h:686
Conquest Mode - Controller.
Definition dp88_misc.h:516
static const unsigned char MODE_DEDUCTION
Definition dp88_misc.h:534
unsigned char m_scoringMode
Definition dp88_misc.h:537
static const unsigned char MODE_DEFAULT
Definition dp88_misc.h:533
int m_targets[2]
Definition dp88_misc.h:539
int m_points[2]
Definition dp88_misc.h:538
Custom Unit Points & Credits.
Definition dp88_misc.h:410
Damage animation script.
Definition dp88_misc.h:267
Radar Invisibility.
Definition dp88_misc.h:749
dp88_radarInvisibility()
Definition dp88_misc.h:752
int m_originalRadarMode
The original radar mode of this object.
Definition dp88_misc.h:762
int * m_pPassengerRadarModes
For vehicles, the original radar mode of each passenger.
Definition dp88_misc.h:764
int * m_pPassengerIds
For vehicles, the ID of each passenger.
Definition dp88_misc.h:763
int m_nSeats
For vehicles, cache the number of seats (for Detach() to use)
Definition dp88_misc.h:765
Weather Randomizer.
Definition dp88_misc.h:109
Yet Another Teleport Script.
Definition dp88_misc.h:839
Turret Rotation Sound Effect.
Definition dp88_misc.h:790