36 void Killed(GameObject *obj,GameObject *killer);
63 void Created(GameObject *obj);
64 void Timer_Expired(GameObject *obj,
int number);
91 void Created(GameObject *obj);
92 void Timer_Expired(GameObject *obj,
int number);
113 void Killed(GameObject *obj,GameObject *killer);
133 void Killed(GameObject *obj,GameObject *killer);
138class JFW_Armour_Regen :
public ScriptImpClass {
139 void Created(GameObject *obj);
140 void Timer_Expired(GameObject *obj,
int number);
143class JFW_Health_Regen :
public ScriptImpClass {
144 void Created(GameObject *obj);
145 void Timer_Expired(GameObject *obj,
int number);
148class JFW_Death_Destroy_Object :
public ScriptImpClass {
149 void Killed(GameObject *obj,GameObject *killer);
152class JFW_Spawn_Object_Death_Enable :
public ScriptImpClass {
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();
160class JFW_Spawn_Object_Death_Random :
public ScriptImpClass {
161 void Killed(GameObject *obj,GameObject *killer);
164class JFW_Spawn_Object_Death_Enable_Random :
public ScriptImpClass {
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();
172class JFW_Engineer_Target :
public ScriptImpClass {
174 float shieldstrength;
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);
184class JFW_Engineer_Repair :
public ScriptImpClass {
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);
195class JFW_Invulnerability_Timer :
public ScriptImpClass {
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();
203class JFW_Death_Destroy_Object_Delay :
public ScriptImpClass {
204 void Killed(GameObject *obj,GameObject *killer);
205 void Timer_Expired(GameObject *obj,
int number);
208class JFW_Set_Health_On_Custom :
public ScriptImpClass {
209 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
212class JFW_Add_Health_On_Custom :
public ScriptImpClass {
213 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
216class JFW_Set_Max_Health_On_Custom :
public ScriptImpClass {
217 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
220class JFW_Add_Max_Health_On_Custom :
public ScriptImpClass {
221 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
224class JFW_Set_Shield_Strength_On_Custom :
public ScriptImpClass {
225 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
228class JFW_Add_Shield_Strength_On_Custom :
public ScriptImpClass {
229 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
232class JFW_Set_Max_Shield_Strength_On_Custom :
public ScriptImpClass {
233 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
236class JFW_Add_Max_Shield_Strength_On_Custom :
public ScriptImpClass {
237 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
240class JFW_Set_Health_On_Custom_Sender :
public ScriptImpClass {
241 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
244class JFW_Add_Health_On_Custom_Sender :
public ScriptImpClass {
245 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
248class JFW_Set_Max_Health_On_Custom_Sender :
public ScriptImpClass {
249 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
252class JFW_Add_Max_Health_On_Custom_Sender :
public ScriptImpClass {
253 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
256class JFW_Set_Shield_Strength_On_Custom_Sender :
public ScriptImpClass {
257 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
260class JFW_Add_Shield_Strength_On_Custom_Sender :
public ScriptImpClass {
261 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
264class JFW_Set_Max_Shield_Strength_On_Custom_Sender :
public ScriptImpClass {
265 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
268class JFW_Add_Max_Shield_Strength_On_Custom_Sender :
public ScriptImpClass {
269 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
272class JFW_Regenerate_Health_Conditional :
public ScriptImpClass {
274 void Created(GameObject *obj);
275 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
276 public:
void Register_Auto_Save_Variables();
279class JFW_Building_Damage :
public ScriptImpClass {
280 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
283class JFW_Building_Damage_Scale :
public ScriptImpClass {
284 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
287class JFW_Blow_Up_On_Death_Driver :
public ScriptImpClass {
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();
295class JFW_Random_DriverDeath :
public ScriptImpClass {
296 void Created(GameObject *obj);
297 void Timer_Expired(GameObject *obj,
int number);
300class JFW_Building_Damage_Percentage :
public ScriptImpClass {
301 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
304class JFW_Animation_Frame_Damage :
public ScriptImpClass {
306 void Created(GameObject *obj);
307 void Damaged(GameObject *obj,GameObject *damager,
float amount);
308 public:
void Register_Auto_Save_Variables();
311class JFW_Damage_Do_Damage :
public ScriptImpClass {
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);
319class JFW_Invulnerable_On_Create :
public ScriptImpClass {
320 void Created(GameObject *obj);
321 void Timer_Expired(GameObject *obj,
int number);
343 void Created(GameObject *obj);
344 void Timer_Expired(GameObject *obj,
int number);
347class JFW_Change_Model_Health :
public ScriptImpClass {
349 void Created(GameObject *obj);
350 void Damaged(GameObject *obj,GameObject *damager,
float amount);
351 public:
void Register_Auto_Save_Variables();
354class JFW_Change_Model_Health2 :
public ScriptImpClass {
356 void Created(GameObject *obj);
357 void Damaged(GameObject *obj,GameObject *damager,
float amount);
358 public:
void Register_Auto_Save_Variables();
361class JFW_Damage_Animation :
public ScriptImpClass {
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();
369class JFW_Spawn_Object_Death_Weapon :
public ScriptImpClass {
370 void Killed(GameObject *obj,GameObject *killer);
373class JFW_Spawn_Object_Death_Team :
public ScriptImpClass {
374 void Killed(GameObject *obj,GameObject *killer);
377class JFW_Pilot_Repair :
public ScriptImpClass {
378 void Created(GameObject *obj);
379 void Timer_Expired(GameObject *obj,
int number);
382class JFW_Damage_Occupants_Death :
public ScriptImpClass {
383 void Killed(GameObject *obj,GameObject *killer);
386class JFW_Engineer_Target_2 :
public ScriptImpClass {
388 float shieldstrength;
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);
398class JFW_Engineer_Repair_2 :
public ScriptImpClass {
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);
410 unsigned int PresetID;
411 unsigned int StringID;
412 bool SendDriverCustom;
415class JFW_Kill_Message_Display :
public ScriptImpClass {
416 KillMessage *messages;
419 unsigned int KillerID;
420 unsigned int KillerPlayerID;
421 unsigned int KilledID;
422 unsigned int KilledPlayerID;
425 void Created(GameObject *obj);
426 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
428 JFW_Kill_Message_Display() {messages = 0;}
429 ~JFW_Kill_Message_Display();
432class JFW_Kill_Message :
public ScriptImpClass {
433 void Killed(GameObject *obj,GameObject *killer);
436class JFW_C4_Explode :
public ScriptImpClass {
437 void Created(GameObject *obj);
440class JFW_Beacon_Building :
public ScriptImpClass {
442 void Created(GameObject *obj);
443 static PurchaseStatus PowerupPurchaseHook(BaseControllerClass *base,GameObject *purchaser,
unsigned int cost,
unsigned int preset,
const char *data);
445 JFW_Beacon_Building() {pos = 0;}
446 ~JFW_Beacon_Building();
449class JFW_Spawn_Object_Repair :
public ScriptImpClass {
450 void Damaged(GameObject *obj,GameObject *damager,
float amount);
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
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