Tiberian Technologies Scripts Reference Revision: 9000
Loading...
Searching...
No Matches
jfwsnd.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
13class JFW_2D_Sound_Timer : public ScriptImpClass {
14 void Created(GameObject *obj);
15 void Timer_Expired(GameObject *obj,int number);
16};
17
18class JFW_2D_Sound_Timer_Random : public ScriptImpClass {
19 void Created(GameObject *obj);
20 void Timer_Expired(GameObject *obj,int number);
21};
22
23class JFW_3D_Sound_Timer_Random : public ScriptImpClass {
24 void Created(GameObject *obj);
25 void Timer_Expired(GameObject *obj,int number);
26};
27
28class JFW_2D_Sound_Timer_Health : public ScriptImpClass {
29 void Created(GameObject *obj);
30 void Timer_Expired(GameObject *obj,int number);
31};
32
33class JFW_2D_Sound_Damage : public ScriptImpClass {
34 bool enabled;
35 void Created(GameObject *obj);
36 void Damaged(GameObject *obj,GameObject *damager,float amount);
37 public: void Register_Auto_Save_Variables();
38};
39
40class JFW_3D_Sound_Damage : public ScriptImpClass {
41 bool enabled;
42 void Created(GameObject *obj);
43 void Damaged(GameObject *obj,GameObject *damager,float amount);
44 public: void Register_Auto_Save_Variables();
45};
46
47class JFW_2D_Sound_Damage_Range : public ScriptImpClass {
48 bool enabled;
49 void Created(GameObject *obj);
50 void Damaged(GameObject *obj,GameObject *damager,float amount);
51 public: void Register_Auto_Save_Variables();
52};
53
54class JFW_2D_Sound_Damage_Range_Team : public ScriptImpClass {
55 bool enabled;
56 void Created(GameObject *obj);
57 void Damaged(GameObject *obj,GameObject *damager,float amount);
58 public: void Register_Auto_Save_Variables();
59};
60
61class JFW_2D_Sound_Damage_Range_Team_String : public ScriptImpClass {
62 bool enabled;
63 void Created(GameObject *obj);
64 void Damaged(GameObject *obj,GameObject *damager,float amount);
65 public: void Register_Auto_Save_Variables();
66};
67
68class JFW_3D_Sound_Damage_Range : public ScriptImpClass {
69 bool enabled;
70 void Created(GameObject *obj);
71 void Damaged(GameObject *obj,GameObject *damager,float amount);
72 public: void Register_Auto_Save_Variables();
73};
74
75class JFW_Set_Background_Music_On_Custom : public ScriptImpClass {
76 void Custom(GameObject *obj,int type,int param,GameObject *sender);
77};
78
79class JFW_Fade_Background_Music_On_Custom : public ScriptImpClass {
80 void Custom(GameObject *obj,int type,int param,GameObject *sender);
81};
82
83class JFW_Stop_Background_Music_On_Custom : public ScriptImpClass {
84 void Custom(GameObject *obj,int type,int param,GameObject *sender);
85};
86
87class JFW_Set_Background_Music_On_Enter : public ScriptImpClass {
88 void Entered(GameObject *obj,GameObject *enterer);
89};
90
91class JFW_Fade_Background_Music_On_Enter : public ScriptImpClass {
92 void Entered(GameObject *obj,GameObject *enterer);
93};
94
95class JFW_Stop_Background_Music_On_Enter : public ScriptImpClass {
96 void Entered(GameObject *obj,GameObject *enterer);
97};
98
99class JFW_3D_Sound_Timer : public ScriptImpClass {
100 void Created(GameObject *obj);
101 void Timer_Expired(GameObject *obj,int number);
102};
103
104class JFW_2D_Sound_Startup : public ScriptImpClass {
105 void Created(GameObject *obj);
106};
107
108struct TimeRemainingSound {
109 char *sound;
110 int minutes;
111 bool played;
112};
113
114class JFW_Time_Remaining_Sounds : public ScriptImpClass {
115 TimeRemainingSound *Sounds;
116 int SoundCount;
117 void Created(GameObject *obj);
118 void Timer_Expired(GameObject *obj,int number);
119public:
120 JFW_Time_Remaining_Sounds();
121 ~JFW_Time_Remaining_Sounds();
122};
123
124class JFW_Time_Remaining_Sounds_2 : public ScriptImpClass {
125 TimeRemainingSound *Sounds;
126 int SoundCount;
127 int team;
128 void Created(GameObject *obj);
129 void Timer_Expired(GameObject *obj, int number);
130public:
131 JFW_Time_Remaining_Sounds_2();
132 ~JFW_Time_Remaining_Sounds_2();
133};
134
135class JFW_2D_Sound_Death_Team : public ScriptImpClass {
136 void Killed(GameObject *obj,GameObject *killer);
137};
138
139class JFW_Vehicle_Full_Sound : public ScriptImpClass {
140 bool full;
141 void Created(GameObject *obj);
142 void Timer_Expired(GameObject *obj,int number);
143};
144
145class JFW_C4_Sound : public ScriptImpClass {
146 void Created(GameObject *obj);
147};
148
149class JFW_C4_Sound_2 : public ScriptImpClass {
150 void Created(GameObject *obj);
151};
152
153class JFW_Repair_Complete_Sound : public ScriptImpClass {
154 bool damaged;
155 void Created(GameObject *obj);
156 void Damaged(GameObject *obj, GameObject *damager, float amount);
157};