Tiberian Technologies Scripts Reference Revision: 9000
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jfwdmg.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
13
14// -------------------------------------------------------------------------------------------------
15
35class JFW_Spawn_Object_Death : public ScriptImpClass {
36 void Killed(GameObject *obj,GameObject *killer);
37};
38
39// -------------------------------------------------------------------------------------------------
40
62class JFW_Timer_Destroy_Building : public ScriptImpClass {
63 void Created(GameObject *obj);
64 void Timer_Expired(GameObject *obj,int number);
65};
66
67// -------------------------------------------------------------------------------------------------
68
90class JFW_Timer_Destroy_Object : public ScriptImpClass {
91 void Created(GameObject *obj);
92 void Timer_Expired(GameObject *obj,int number);
93};
94
95// -------------------------------------------------------------------------------------------------
96
112class JFW_Blow_Up_On_Death : public ScriptImpClass {
113 void Killed(GameObject *obj,GameObject *killer);
114};
115
116// -------------------------------------------------------------------------------------------------
117
132class JFW_Give_Points_On_Death : public ScriptImpClass {
133 void Killed(GameObject *obj,GameObject *killer);
134};
135
136// -------------------------------------------------------------------------------------------------
137
138class JFW_Armour_Regen : public ScriptImpClass {
139 void Created(GameObject *obj);
140 void Timer_Expired(GameObject *obj,int number);
141};
142
143class JFW_Health_Regen : public ScriptImpClass {
144 void Created(GameObject *obj);
145 void Timer_Expired(GameObject *obj,int number);
146};
147
148class JFW_Death_Destroy_Object : public ScriptImpClass {
149 void Killed(GameObject *obj,GameObject *killer);
150};
151
152class JFW_Spawn_Object_Death_Enable : public ScriptImpClass {
153 bool enabled;
154 void Created(GameObject *obj);
155 void Custom(GameObject *obj,int type,int param,GameObject *sender);
156 void Killed(GameObject *obj,GameObject *killer);
157 public: void Register_Auto_Save_Variables();
158};
159
160class JFW_Spawn_Object_Death_Random : public ScriptImpClass {
161 void Killed(GameObject *obj,GameObject *killer);
162};
163
164class JFW_Spawn_Object_Death_Enable_Random : public ScriptImpClass {
165 bool enabled;
166 void Created(GameObject *obj);
167 void Custom(GameObject *obj,int type,int param,GameObject *sender);
168 void Killed(GameObject *obj,GameObject *killer);
169 public: void Register_Auto_Save_Variables();
170};
171
172class JFW_Engineer_Target : public ScriptImpClass {
173 float health;
174 float shieldstrength;
175 int repairid;
176 public: void Register_Auto_Save_Variables();
177 void Created(GameObject *obj);
178 void Custom(GameObject *obj,int type,int param,GameObject *sender);
179 void Damaged(GameObject *obj,GameObject *damager,float amount);
180 void Destroyed(GameObject *obj);
181 void Timer_Expired(GameObject *obj,int number);
182};
183
184class JFW_Engineer_Repair : public ScriptImpClass {
185 bool active;
186 int repairid;
187 int targetid;
188 int priority;
189 public: void Register_Auto_Save_Variables();
190 void Created(GameObject *obj);
191 void Sound_Heard(GameObject *obj,const CombatSound & sound);
192 void Action_Complete(GameObject *obj,int action_id,ActionCompleteReason complete_reason);
193};
194
195class JFW_Invulnerability_Timer : public ScriptImpClass {
196 bool enabled;
197 void Created(GameObject *obj);
198 void Damaged(GameObject *obj,GameObject *damager,float amount);
199 void Timer_Expired(GameObject *obj,int number);
200 public: void Register_Auto_Save_Variables();
201};
202
203class JFW_Death_Destroy_Object_Delay : public ScriptImpClass {
204 void Killed(GameObject *obj,GameObject *killer);
205 void Timer_Expired(GameObject *obj,int number);
206};
207
208class JFW_Set_Health_On_Custom : public ScriptImpClass {
209 void Custom(GameObject *obj,int type,int param,GameObject *sender);
210};
211
212class JFW_Add_Health_On_Custom : public ScriptImpClass {
213 void Custom(GameObject *obj,int type,int param,GameObject *sender);
214};
215
216class JFW_Set_Max_Health_On_Custom : public ScriptImpClass {
217 void Custom(GameObject *obj,int type,int param,GameObject *sender);
218};
219
220class JFW_Add_Max_Health_On_Custom : public ScriptImpClass {
221 void Custom(GameObject *obj,int type,int param,GameObject *sender);
222};
223
224class JFW_Set_Shield_Strength_On_Custom : public ScriptImpClass {
225 void Custom(GameObject *obj,int type,int param,GameObject *sender);
226};
227
228class JFW_Add_Shield_Strength_On_Custom : public ScriptImpClass {
229 void Custom(GameObject *obj,int type,int param,GameObject *sender);
230};
231
232class JFW_Set_Max_Shield_Strength_On_Custom : public ScriptImpClass {
233 void Custom(GameObject *obj,int type,int param,GameObject *sender);
234};
235
236class JFW_Add_Max_Shield_Strength_On_Custom : public ScriptImpClass {
237 void Custom(GameObject *obj,int type,int param,GameObject *sender);
238};
239
240class JFW_Set_Health_On_Custom_Sender : public ScriptImpClass {
241 void Custom(GameObject *obj,int type,int param,GameObject *sender);
242};
243
244class JFW_Add_Health_On_Custom_Sender : public ScriptImpClass {
245 void Custom(GameObject *obj,int type,int param,GameObject *sender);
246};
247
248class JFW_Set_Max_Health_On_Custom_Sender : public ScriptImpClass {
249 void Custom(GameObject *obj,int type,int param,GameObject *sender);
250};
251
252class JFW_Add_Max_Health_On_Custom_Sender : public ScriptImpClass {
253 void Custom(GameObject *obj,int type,int param,GameObject *sender);
254};
255
256class JFW_Set_Shield_Strength_On_Custom_Sender : public ScriptImpClass {
257 void Custom(GameObject *obj,int type,int param,GameObject *sender);
258};
259
260class JFW_Add_Shield_Strength_On_Custom_Sender : public ScriptImpClass {
261 void Custom(GameObject *obj,int type,int param,GameObject *sender);
262};
263
264class JFW_Set_Max_Shield_Strength_On_Custom_Sender : public ScriptImpClass {
265 void Custom(GameObject *obj,int type,int param,GameObject *sender);
266};
267
268class JFW_Add_Max_Shield_Strength_On_Custom_Sender : public ScriptImpClass {
269 void Custom(GameObject *obj,int type,int param,GameObject *sender);
270};
271
272class JFW_Regenerate_Health_Conditional : public ScriptImpClass {
273 bool enabled;
274 void Created(GameObject *obj);
275 void Custom(GameObject *obj,int type,int param,GameObject *sender);
276 public: void Register_Auto_Save_Variables();
277};
278
279class JFW_Building_Damage : public ScriptImpClass {
280 void Custom(GameObject *obj,int type,int param,GameObject *sender);
281};
282
283class JFW_Building_Damage_Scale : public ScriptImpClass {
284 void Custom(GameObject *obj,int type,int param,GameObject *sender);
285};
286
287class JFW_Blow_Up_On_Death_Driver : public ScriptImpClass {
288 int DriverID;
289 void Created(GameObject *obj);
290 void Killed(GameObject *obj,GameObject *killer);
291 void Custom(GameObject *obj,int type,int param,GameObject *sender);
292 public: void Register_Auto_Save_Variables();
293};
294
295class JFW_Random_DriverDeath : public ScriptImpClass {
296 void Created(GameObject *obj);
297 void Timer_Expired(GameObject *obj,int number);
298};
299
300class JFW_Building_Damage_Percentage : public ScriptImpClass {
301 void Custom(GameObject *obj,int type,int param,GameObject *sender);
302};
303
304class JFW_Animation_Frame_Damage : public ScriptImpClass {
305 bool enabled;
306 void Created(GameObject *obj);
307 void Damaged(GameObject *obj,GameObject *damager,float amount);
308 public: void Register_Auto_Save_Variables();
309};
310
311class JFW_Damage_Do_Damage : public ScriptImpClass {
312 bool enabled;
313 void Created(GameObject *obj);
314 void Damaged(GameObject *obj,GameObject *damager,float amount);
315 public: void Register_Auto_Save_Variables();
316 void Timer_Expired(GameObject *obj,int number);
317};
318
319class JFW_Invulnerable_On_Create : public ScriptImpClass {
320 void Created(GameObject *obj);
321 void Timer_Expired(GameObject *obj,int number);
322};
323
342class JFW_Destroy_Self_Timer : public ScriptImpClass {
343 void Created(GameObject *obj);
344 void Timer_Expired(GameObject *obj,int number);
345};
346
347class JFW_Change_Model_Health : public ScriptImpClass {
348 bool enabled;
349 void Created(GameObject *obj);
350 void Damaged(GameObject *obj,GameObject *damager,float amount);
351 public: void Register_Auto_Save_Variables();
352};
353
354class JFW_Change_Model_Health2 : public ScriptImpClass {
355 bool enabled;
356 void Created(GameObject *obj);
357 void Damaged(GameObject *obj,GameObject *damager,float amount);
358 public: void Register_Auto_Save_Variables();
359};
360
361class JFW_Damage_Animation : public ScriptImpClass {
362 bool enable;
363 void Created(GameObject *obj);
364 void Damaged(GameObject *obj,GameObject *damager,float amount);
365 void Timer_Expired(GameObject *obj,int number);
366 public: void Register_Auto_Save_Variables();
367};
368
369class JFW_Spawn_Object_Death_Weapon : public ScriptImpClass {
370 void Killed(GameObject *obj,GameObject *killer);
371};
372
373class JFW_Spawn_Object_Death_Team : public ScriptImpClass {
374 void Killed(GameObject *obj,GameObject *killer);
375};
376
377class JFW_Pilot_Repair : public ScriptImpClass {
378 void Created(GameObject *obj);
379 void Timer_Expired(GameObject *obj,int number);
380};
381
382class JFW_Damage_Occupants_Death : public ScriptImpClass {
383 void Killed(GameObject *obj,GameObject *killer);
384};
385
386class JFW_Engineer_Target_2 : public ScriptImpClass {
387 float health;
388 float shieldstrength;
389 int repairid;
390 public: void Register_Auto_Save_Variables();
391 void Created(GameObject *obj);
392 void Custom(GameObject *obj,int type,int param,GameObject *sender);
393 void Damaged(GameObject *obj,GameObject *damager,float amount);
394 void Destroyed(GameObject *obj);
395 void Timer_Expired(GameObject *obj,int number);
396};
397
398class JFW_Engineer_Repair_2 : public ScriptImpClass {
399 bool active;
400 int repairid;
401 int targetid;
402 int priority;
403 public: void Register_Auto_Save_Variables();
404 void Created(GameObject *obj);
405 void Sound_Heard(GameObject *obj,const CombatSound & sound);
406 void Action_Complete(GameObject *obj,int action_id,ActionCompleteReason complete_reason);
407};
408
409struct KillMessage {
410 unsigned int PresetID;
411 unsigned int StringID;
412 bool SendDriverCustom;
413};
414
415class JFW_Kill_Message_Display : public ScriptImpClass {
416 KillMessage *messages;
417 int count;
418 int KillerTeam;
419 unsigned int KillerID;
420 unsigned int KillerPlayerID;
421 unsigned int KilledID;
422 unsigned int KilledPlayerID;
423 bool KillerIsMSBot;
424 bool KilledIsMSBot;
425 void Created(GameObject *obj);
426 void Custom(GameObject *obj,int type,int param,GameObject *sender);
427public:
428 JFW_Kill_Message_Display() {messages = 0;}
429 ~JFW_Kill_Message_Display();
430};
431
432class JFW_Kill_Message : public ScriptImpClass {
433 void Killed(GameObject *obj,GameObject *killer);
434};
435
436class JFW_C4_Explode : public ScriptImpClass {
437 void Created(GameObject *obj);
438};
439
440class JFW_Beacon_Building : public ScriptImpClass {
441 int pos;
442 void Created(GameObject *obj);
443 static PurchaseStatus PowerupPurchaseHook(BaseControllerClass *base,GameObject *purchaser,unsigned int cost,unsigned int preset,const char *data);
444public:
445 JFW_Beacon_Building() {pos = 0;}
446 ~JFW_Beacon_Building();
447};
448
449class JFW_Spawn_Object_Repair : public ScriptImpClass {
450 void Damaged(GameObject *obj,GameObject *damager,float amount);
451};
Creates an explosion when an object is killed.
Definition jfwdmg.h:112
Destroys an object after a fixed period of time.
Definition jfwdmg.h:342
Grants extra points when an object is killed.
Definition jfwdmg.h:132
Definition jfwdmg.h:35
Destroys a building by applying damage after a fixed period of time.
Definition jfwdmg.h:62
Destroys an object by applying damage after a fixed period of time.
Definition jfwdmg.h:90