Tiberian Technologies Scripts Reference Revision: 9000
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engine_dmg.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#ifndef SCRIPTS_INCLUDE__ENGINE_DMG_H
13#define SCRIPTS_INCLUDE__ENGINE_DMG_H
14void SCRIPTS_API Damage_All_Buildings_By_Team(int Team,float Damage,const char *Warhead,GameObject *Damager); //damages all buildings of the specified team,the Damager is the object that will be passed to the Damaged callback for the buildings and also the one that will get the points,0 = Nod,1 = GDI,2 = both
15void SCRIPTS_API Repair_All_Buildings_By_Team(int Team,int ConstructionYardID,float Health); //repairs all buildings for the team except the passed in ConstructionYardID,0 = Nod,1 = GDI
16void SCRIPTS_API Repair_All_Static_Vehicles_By_Team(int Team,int type); //sends a custom to all vechicles of the team with the DecorationPhys physics type (i.e. all base defense vechicles etc),0 = Nod,1 = GDI,Message is the message to send. Use with JFW_Repair_On_Custom on the vechicles you want repaired to do the actual repairing
17void SCRIPTS_API Set_Max_Health(GameObject *obj,float health); //set the max health of obj
18void SCRIPTS_API Set_Max_Health_Without_Healing(GameObject *obj,float health); //set the max health of obj without setting the actual health to maximum
19void SCRIPTS_API Set_Max_Shield_Strength(GameObject *obj,float shieldstrength); //set the max shield strength of obj
20void SCRIPTS_API Set_Max_Shield_Strength_Without_Healing(GameObject *obj,float shieldstrength); //set the max shield strength of obj without setting the actual health to maximum
21const char SCRIPTS_API *Get_Shield_Type(GameObject *obj); //gets the shield type of obj
22const char SCRIPTS_API *Get_Skin(GameObject *obj); //gets the skin type of obj
23void SCRIPTS_API Set_Skin(GameObject *obj,const char *Skintype); //sets the skin type of obj
24void SCRIPTS_API Damage_All_Vehicles_Area(float Damage,const char *Warhead,const Vector3 &Position,float Distance,GameObject *Host,GameObject *Damager); //damages all vechicles in a given area except the host
25void SCRIPTS_API Damage_All_Objects_Area(float Damage,const char *Warhead,const Vector3 &Position,float Distance,GameObject *Host,GameObject *Damager); //damages all objects in a given area except the host
26void SCRIPTS_API Damage_All_Objects_Area_By_Team(float Damage,const char *Warhead,const Vector3 &Position,float Distance,GameObject *Damager,bool Soldiers,bool Vehicles,int Team); //damage all smart objects in a given area by team
27//these only do damage if the building is close enough
28void SCRIPTS_API Ranged_Damage_To_Buildings(float Damage,const char *Warhead,Vector3 Location,float DamageRadius,GameObject *Damager); //damage buildings
29void SCRIPTS_API Ranged_Scale_Damage_To_Buildings(float Damage,const char *Warhead,Vector3 Location,float DamageRadius,GameObject *Damager); //damage buildings based on a scale factor
30void SCRIPTS_API Ranged_Percentage_Damage_To_Buildings(float Percentage,const char *Warhead,Vector3 Location,float DamageRadius,GameObject *Damager); //damage buildings based on a percentage factor
31void SCRIPTS_API Ranged_Damage_To_Buildings_Team(int Team,float Damage,const char *Warhead,Vector3 Location,float DamageRadius,GameObject *Damager); //damage buildings per team
32void SCRIPTS_API Ranged_Scale_Damage_To_Buildings_Team(int Team,float Damage,const char *Warhead,Vector3 Location,float DamageRadius,GameObject *Damager); //damage buildings per team based on a scale factor
33void SCRIPTS_API Ranged_Percentage_Damage_To_Buildings_Team(int Team,float Percentage,const char *Warhead,Vector3 Location,float DamageRadius,GameObject *Damager); //damage buildings per team based on a percentage factor
34void SCRIPTS_API Damage_Objects_Half(); //damage all objects by half
35void SCRIPTS_API Ranged_Percentage_Damage_To_Vehicles(float Percentage,const char *Warhead,Vector3 Location,float DamageRadius,GameObject *Damager); //damage vehicles based on a percentage factor
36void SCRIPTS_API Set_Damage_Points(GameObject *obj,float points); //Set the damage points for an object
37void SCRIPTS_API Set_Death_Points(GameObject *obj,float points); //Set the death points for an object
38void SCRIPTS_API Repair_All_Buildings_By_Team_Radius(int Team,int ConstructionYardID,float Health,float Radius); //repairs all buildings in the specified radius around the object represented by ConstructionYardID for the team except the passed in ConstructionYardID,0 = Nod,1 = GDI
39void SCRIPTS_API Repair_All_Turrets_By_Team(int team,float health); //repairs all vehicles that have mode = turret
40void SCRIPTS_API Damage_All_Objects_In_Zone(GameObject *Zone,float Damage,const char *Warhead,GameObject *Damager); //Damages all objects in this zone
41float SCRIPTS_API Get_Damage_Points(GameObject *obj); //get the damage points for an object
42float SCRIPTS_API Get_Death_Points(GameObject *obj); //get the death points for an object
43void SCRIPTS_API Kill_Occupants(GameObject *obj); //kill all the occupants of a vehicle
44void SCRIPTS_API Damage_Occupants(GameObject *obj,float Damage,const char *Warhead); //Damage all the occupants of a vehicle
45void SCRIPTS_API Ranged_Variable_Percent_Vehicle_Damage(float EnemyPercentage, float FriendPecentage, bool ForceFriendly, const char *Warhead,Vector3 Location,float DamageRadius,GameObject *Damager); //damage vehicles based on a percentage factor
46
59float SCRIPTS_API Get_Max_Hitpoints ( GameObject* obj );
60
73float SCRIPTS_API Get_Hitpoints ( GameObject* obj );
74
82bool SCRIPTS_API Is_Valid_Armor_Type(const char* name);
83
91bool SCRIPTS_API Is_Valid_Warhead_Type(const char* name);
92
93#endif