14class RA_Repair_Controller :
public ScriptImpClass {
15 void Killed(GameObject *obj,GameObject *killer);
18class RA_Repair_Script :
public ScriptImpClass {
19 void Entered(GameObject *obj,GameObject *enterer);
20 void Timer_Expired(GameObject *obj,
int number);
23class RA_Infantry_Spy :
public ScriptImpClass {
24 void Created(GameObject *obj);
25 void Detach(GameObject *obj);
28class RA_Infantry_NotSpy :
public ScriptImpClass {
29 void Created(GameObject *obj);
32class RA_Helipad_Zone :
public ScriptImpClass {
33 void Entered(GameObject *obj,GameObject *enterer);
34 void Timer_Expired(GameObject *obj,
int number);
37class RA_MineLayer :
public ScriptImpClass {
39 void Created(GameObject *obj);
40 void Custom(GameObject *obj,
int mesage,
int param,GameObject *sender);
41 void Damaged(GameObject *obj,GameObject *damager,
float amount);
42 public:
void Register_Auto_Save_Variables();
45class RA_Mine :
public ScriptImpClass {
50 void Created(GameObject *obj);
51 void Custom(GameObject *obj,
int mesage,
int param,GameObject *sender);
52 void Enemy_Seen(GameObject *obj,GameObject *enemy);
53 void Destroyed(GameObject *obj);
54 public:
void Register_Auto_Save_Variables();
57class RA_Mine_Manager :
public ScriptImpClass {
60 void Created(GameObject *obj);
61 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
62 public:
void Register_Auto_Save_Variables();
65class RA_ObjectDeath_OnCreate :
public ScriptImpClass {
66 void Created(GameObject *obj);
69class RA_Naval_Yard :
public ScriptImpClass {
73 void Created(GameObject *obj);
74 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
75 void Killed(GameObject *obj,GameObject *killer);
76 void Timer_Expired(GameObject *obj,
int number);
77 public:
void Register_Auto_Save_Variables();
80class RA_Naval_PT_Pokable :
public ScriptImpClass {
82 void Created(GameObject *obj);
83 void Poked(GameObject *obj,GameObject *poker);
84 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
85 void Timer_Expired(GameObject *obj,
int number);
86 public:
void Register_Auto_Save_Variables();
89class RA_Naval_Unit :
public ScriptImpClass {
90 void Destroyed(GameObject *obj);
93class RA_Naval_Zone :
public ScriptImpClass {
94 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
97class RA_Damaged_Credits :
public ScriptImpClass {
98 void Damaged(GameObject *obj,GameObject *damager,
float amount);
101class RA_GameStart_Detector :
public ScriptImpClass {
102 void Created(GameObject *obj);
103 void Killed (GameObject *obj,GameObject *killer);
104 void Timer_Expired (GameObject *obj,
int number);
122 void Created(GameObject *obj);
123 void Timer_Expired(GameObject *obj,
int number);
126class RA_Conyard_Repair :
public ScriptImpClass {
129 void Created(GameObject *obj);
130 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
131 void Timer_Expired(GameObject *obj,
int timer_id);
132 public:
void Register_Auto_Save_Variables();
135class RA_ObjectDeath_OnDeath :
public ScriptImpClass {
136 void Killed(GameObject *obj,GameObject *killer);
139class RA_Demolition_Truck_Improved :
public ScriptImpClass {
142 void Created(GameObject *obj);
143 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
144 void Damaged(GameObject *obj,GameObject *damager,
float amount);
145 void Killed(GameObject *obj,GameObject *killer);
146 public:
void Register_Auto_Save_Variables();
149class RA_CTF_Zone:
public ScriptImpClass {
150 void Entered(GameObject *obj,GameObject *enterer);
151 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
152 void Timer_Expired(GameObject *obj,
int timer_id);
153 void Created(GameObject *obj);
154 public:
void Register_Auto_Save_Variables();
157 unsigned int DecorFlag;
159 unsigned int PlayerId;
160 bool DecorFlagPresent;
163class RA_MAD_Tank_Improved :
public ScriptImpClass {
168 void Created(GameObject *obj);
169 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
170 void Damaged(GameObject *obj,GameObject *damager,
float amount);
171 void Animation_Complete(GameObject *obj,
const char *animation_name);
172 void Destroyed(GameObject *obj);
173 public:
void Register_Auto_Save_Variables();
176class RA_Conyard_Controller_Improved :
public ScriptImpClass {
177 void Created(GameObject *obj);
178 void Killed(GameObject *obj,GameObject *killer);
179 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
182class RA_Conyard_Controller_Improved_2 :
public ScriptImpClass {
183 void Created(GameObject *obj);
184 void Killed(GameObject *obj,GameObject *killer);
185 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
188class RA_Building_DeathSound :
public ScriptImpClass {
190 void Created(GameObject *obj);
191 void Damaged(GameObject *obj, GameObject *damager,
float amount);
192 void Killed(GameObject *obj, GameObject *killer);
193 public:
void Register_Auto_Save_Variables();
196class RA_Base_Defense_Simple :
public ScriptImpClass {
198 unsigned long targetID;
200 int current_priority;
203 void Attack(GameObject *obj, GameObject *target);
204 GameObject* Select_Target(GameObject *obj, GameObject *target);
205 GameObject* Set_Target(GameObject *target);
206 GameObject* Tie_Breaker(GameObject *obj, GameObject *new_target, GameObject *old_target);
207 bool Adjust_For_Infantry(GameObject *target);
209 void Created(GameObject *obj);
210 void Enemy_Seen(GameObject *obj, GameObject *enemy);
211 void Damaged(GameObject *obj, GameObject *damager,
float amount);
212 void Timer_Expired(GameObject *obj,
int number);
213 void Action_Complete(GameObject *obj,
int action_id, ActionCompleteReason complete_reason);
214 public:
void Register_Auto_Save_Variables();
217class RA_Base_Defense_Powered :
public ScriptImpClass {
219 unsigned long targetID;
221 int current_priority;
224 void Attack(GameObject *obj, GameObject *target);
225 GameObject* Select_Target(GameObject *obj, GameObject *target);
226 GameObject* Set_Target(GameObject *target);
227 GameObject* Tie_Breaker(GameObject *obj, GameObject *new_target, GameObject *old_target);
228 bool Adjust_For_Infantry(GameObject *target);
230 void Created(GameObject *obj);
231 void Enemy_Seen(GameObject *obj, GameObject *enemy);
232 void Damaged(GameObject *obj, GameObject *damager,
float amount);
233 void Timer_Expired(GameObject *obj,
int number);
234 void Action_Complete(GameObject *obj,
int action_id, ActionCompleteReason complete_reason);
235 public:
void Register_Auto_Save_Variables();
238class RA_Base_Defense_Chargeup :
public ScriptImpClass {
240 unsigned long targetID;
241 unsigned long damageID;
242 unsigned long damagerID;
244 int current_priority;
247 void Attack(GameObject *obj, GameObject *target);
248 void Attack_Charged(GameObject *obj, GameObject *target);
249 GameObject* Select_Target(GameObject *obj, GameObject *target);
250 GameObject* Set_Target(GameObject *target);
251 GameObject* Tie_Breaker(GameObject *obj, GameObject *new_target, GameObject *old_target);
252 bool Adjust_For_Infantry(GameObject *target);
254 void Created(GameObject *obj);
255 void Enemy_Seen(GameObject *obj, GameObject *enemy);
256 void Damaged(GameObject *obj, GameObject *damager,
float amount);
257 void Timer_Expired(GameObject *obj,
int number);
258 void Action_Complete(GameObject *obj,
int action_id, ActionCompleteReason complete_reason);
259 void Animation_Complete(GameObject *obj,
const char *animation_name);
260 public:
void Register_Auto_Save_Variables();
263class RA_Vehicle_Regen :
public ScriptImpClass {
265 void Created(GameObject *obj);
266 void Damaged(GameObject *obj, GameObject *damager,
float amount);
267 void Timer_Expired(GameObject *obj,
int number);
268 public:
void Register_Auto_Save_Variables();
271class RA_Thief :
public ScriptImpClass {
272 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
275class RA_Thief_Improved :
public ScriptImpClass {
276 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
279class RA_Credit_Theft_Zone :
public ScriptImpClass {
280 void Entered(GameObject *obj,GameObject *enterer);
283class RA_Credit_Theft_Zone_Timer :
public ScriptImpClass {
284 void Entered(GameObject *obj,GameObject *enterer);
285 void Timer_Expired(GameObject *obj,
int number);
288class RA_DestroyNearest_OnDeath :
public ScriptImpClass {
289 void Killed(GameObject *obj, GameObject *killer);
292class RA_Ore_Truck :
public ScriptImpClass {
297 void Created(GameObject *obj);
298 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
299 void Animation_Complete(GameObject *obj,
const char *animation_name);
300 void Timer_Expired(GameObject *obj,
int number);
301 public:
void Register_Auto_Save_Variables();
304class RA_Ore_Truck_2 :
public ScriptImpClass {
309 void Created(GameObject *obj);
310 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
311 void Animation_Complete(GameObject *obj,
const char *animation_name);
312 void Timer_Expired(GameObject *obj,
int number);
313 public:
void Register_Auto_Save_Variables();
316class RA_Ore_Field :
public ScriptImpClass {
317 void Entered(GameObject *obj,GameObject *enterer);
318 void Exited(GameObject *obj,GameObject *exiter);
321class RA_Ore_Delivery_Zone :
public ScriptImpClass {
322 void Entered(GameObject *obj,GameObject *enterer);
325class RA_Vehicle_Team_Set :
public ScriptImpClass {
326 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
329class RA_Vehicle_Team_Timer :
public ScriptImpClass {
330 void Created(GameObject *obj);
331 void Timer_Expired(GameObject *obj,
int number);
334class RA_Visible_Driver :
public ScriptImpClass {
335 unsigned long modelID;
336 unsigned long driverID;
337 void Created(GameObject *obj);
338 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
339 void Timer_Expired(GameObject *obj,
int number);
340 void Killed(GameObject *obj,GameObject *killer);
341 void Destroyed(GameObject *obj);
342 public:
void Register_Auto_Save_Variables();
345class RA_Vision_Control :
public ScriptImpClass {
350 void Created(GameObject *obj);
351 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
352 public:
void Register_Auto_Save_Variables();
355class RA_Vision_Control_2 :
public ScriptImpClass {
360 void Created(GameObject *obj);
361 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
362 public:
void Register_Auto_Save_Variables();
365class RA_Fog_Level_Settings :
public ScriptImpClass {
366 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
369class RA_Missile_Beacon :
public ScriptImpClass {
370 void Created(GameObject *obj);
373class RA_Beacon_Terminal :
public ScriptImpClass {
376 void Created(GameObject *obj);
377 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
378 void Poked(GameObject *obj, GameObject *poker);
379 void Timer_Expired(GameObject *obj,
int number);
380 public:
void Register_Auto_Save_Variables();
383class RA_Beacon_Terminal_2 :
public ScriptImpClass {
385 void Created(GameObject *obj);
386 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
387 void Poked(GameObject *obj, GameObject *poker);
388 void Damaged(GameObject *obj, GameObject *damager,
float amount);
389 void Timer_Expired(GameObject *obj,
int number);
392class RA_Beacon_Timer :
public ScriptImpClass {
396 void Created(GameObject *obj);
397 void Timer_Expired(GameObject *obj,
int number);
400class RA_Missile_Control :
public ScriptImpClass {
403 void Created(GameObject *obj);
404 void Custom(GameObject *obj,
int type,
int param, GameObject *sender);
405 void Animation_Complete(GameObject *obj,
const char *animation_name);
406 void Timer_Expired(GameObject *obj,
int number);
407 public:
void Register_Auto_Save_Variables();
410class RA_Missile_Controller :
public ScriptImpClass {
411 void Killed(GameObject *obj, GameObject *killer);
414class RA_Demolition_Truck_Retarded :
public ScriptImpClass {
417 void Created(GameObject *obj);
418 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
419 void Damaged(GameObject *obj,GameObject *damager,
float amount);
420 void Killed(GameObject *obj,GameObject *killer);
421 public:
void Register_Auto_Save_Variables();
424class RA_MAD_Tank_Devolved :
public JFW_Key_Hook_Base {
428 void Created(GameObject *obj);
429 void Custom(GameObject *obj,
int type,
int param,GameObject *sender);
430 void Animation_Complete(GameObject *obj,
const char *animation_name);
431 void Destroyed(GameObject *obj);
433 public:
void Register_Auto_Save_Variables();
436class RA_Superweapon_Beacon :
public ScriptImpClass {
437 void Created(GameObject *obj);
Driver Death Script.
Definition renalert.h:121