Tiberian Technologies Scripts Reference Revision: 9000
Loading...
Searching...
No Matches
engine_phys.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_PHYS_H
13#define SCRIPTS_INCLUDE__ENGINE_PHYS_H
14class Vector3;
15class OBBoxClass;
16const char SCRIPTS_API *Get_Model(GameObject *obj); //get the name of the 3d model used by an object,opposite of Set_Model
17float SCRIPTS_API Get_Animation_Frame(GameObject *obj); //gets the current animation frame for obj,may not work for all objects
18float SCRIPTS_API Get_Animation_Target_Frame(GameObject *obj); //gets the target animation frame for obj,may not work for all objects
19void SCRIPTS_API Copy_Transform(GameObject *in,GameObject *out); //copies the complete transform (including rotation) from one object to another
20float SCRIPTS_API Get_Mass(GameObject *obj); //returns the mass of an object
21const char SCRIPTS_API *Get_Htree_Name(GameObject *obj); //returns the Hierarchy Tree name for an object
22char SCRIPTS_API Get_Sex(GameObject *obj); //gets the character (e.g. "A" for male or "B" for female) for use with animations
23void SCRIPTS_API Create_Effect_All_Stealthed_Objects_Area(const Vector3 &Position,float Distance,const char *object,const Vector3 &offset,int team); //creates an indicator object near every stealthed object in a given area
24void SCRIPTS_API Create_Effect_All_Of_Preset(const char *object,const char *preset,float ZAdjust,bool ZSet); //Create an object above all objects of a given preset, also set the facing to match the object its being created over.
25void SCRIPTS_API Wake_Up_Objects_In_Box(GameObject *obj,const char *box);
26void SCRIPTS_API Wake_Up_Objects_In_OBBox(OBBoxClass &BoundingBox);
27
41SCRIPTS_API const char* Get_Animation_Name ( GameObject* pObj );
42
43#endif