Tiberian Technologies Scripts Reference Revision: 9000
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jfwveh.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_Aircraft_Fuel : public ScriptImpClass {
14 bool entered;
15 void Created(GameObject *obj);
16 void Custom(GameObject *obj,int type,int param,GameObject *sender);
17 void Timer_Expired(GameObject *obj,int number);
18 public: void Register_Auto_Save_Variables();
19};
20
21class JFW_Turret_Spawn_2 : public ScriptImpClass {
22 int turID;
23 void Created(GameObject *obj);
24 void Custom(GameObject *obj,int type,int param,GameObject *sender);
25 void Killed(GameObject *obj,GameObject *killer);
26 public: void Register_Auto_Save_Variables();
27};
28
29
56class JFW_Turret_Spawn_3 : public ScriptImpClass
57{
58 int turID;
59 bool m_bHasDriver;
60 void Created(GameObject *obj);
61 void Custom(GameObject *obj,int type,int param,GameObject *sender);
62 void Killed(GameObject *obj,GameObject *killer);
63 public: void Register_Auto_Save_Variables();
64};
65
66class JFW_Drive_To_Player : public ScriptImpClass {
67 void Created(GameObject *obj);
68};
69
70class JFW_Vechicle_Animation : public ScriptImpClass {
71 bool enabled;
72 float xpos;
73 float ypos;
74 float zpos;
75 void Created(GameObject *obj);
76 void Timer_Expired(GameObject *obj,int number);
77 public: void Register_Auto_Save_Variables();
78 void Animation_Complete ( GameObject *obj, const char *animation_name );
79};
80
81class JFW_Visible_Person_In_Vechicle : public ScriptImpClass {
82 int modelid;
83 void Created(GameObject *obj);
84 void Custom(GameObject *obj,int type,int param,GameObject *sender);
85 void Killed(GameObject *obj,GameObject *killer);
86 public: void Register_Auto_Save_Variables();
87};
88
89class JFW_Visible_People_In_Vechicle : public ScriptImpClass {
90 int modelid1;
91 int modelid2;
92 void Created(GameObject *obj);
93 void Custom(GameObject *obj,int type,int param,GameObject *sender);
94 void Killed(GameObject *obj,GameObject *killer);
95 public: void Register_Auto_Save_Variables();
96};
97
98class JFW_Per_Preset_Visible_Person_In_Vechicle : public ScriptImpClass {
99 int modelid;
100 bool stealth;
101 void Created(GameObject *obj);
102 void Custom(GameObject *obj,int type,int param,GameObject *sender);
103 void Killed(GameObject *obj,GameObject *killer);
104 void Timer_Expired(GameObject *obj, int number);
105 public: void Register_Auto_Save_Variables();
106};
107
108class JFW_Per_Preset_Visible_People_In_Vechicle : public ScriptImpClass {
109 int modelid1;
110 int modelid2;
111 int driverid1;
112 int driverid2;
113 bool stealth;
114 void Created(GameObject *obj);
115 void Custom(GameObject *obj,int type,int param,GameObject *sender);
116 void Killed(GameObject *obj,GameObject *killer);
117 void Timer_Expired(GameObject *obj,int number);
118 public: void Register_Auto_Save_Variables();
119};
120
121class JFW_Visible_Person_Settings : public ScriptImpClass {
122 void Custom(GameObject *obj,int type,int param,GameObject *sender);
123};
124
125class JFW_Visible_Person_Settings_2 : public ScriptImpClass {
126 void Custom(GameObject *obj, int type, int param, GameObject *sender);
127};
128
129class JFW_Vechicle_Animation_2 : public ScriptImpClass {
130 bool enabled;
131 float xpos;
132 float ypos;
133 float zpos;
134 void Created(GameObject *obj);
135 void Animation_Complete(GameObject *obj,const char *animation_name);
136 void Timer_Expired(GameObject *obj,int number);
137 public: void Register_Auto_Save_Variables();
138};
139
140class JFW_Vehicle_Model_Team : public ScriptImpClass {
141 void Custom(GameObject *obj,int type,int param,GameObject *sender);
142};
143
144class JFW_Vehicle_Model_Preset : public ScriptImpClass {
145 void Custom(GameObject *obj,int type,int param,GameObject *sender);
146};
147
148class JFW_Vehicle_Model_Weapon : public ScriptImpClass {
149 void Custom(GameObject *obj,int type,int param,GameObject *sender);
150};
151
152class JFW_Vechicle_Animation_Trigger : public ScriptImpClass {
153 bool enabled;
154 float xpos;
155 float ypos;
156 float zpos;
157 void Created(GameObject *obj);
158 void Timer_Expired(GameObject *obj,int number);
159 public: void Register_Auto_Save_Variables();
160 void Custom(GameObject *obj,int type,int param,GameObject *sender);
161 void Animation_Complete ( GameObject *obj, const char *animation_name );
162};
163
164class JFW_Vehicle_Block_Preset : public ScriptImpClass {
165 void Custom(GameObject *obj,int type,int param,GameObject *sender);
166};
167
168class JFW_Vehicle_Extra : public ScriptImpClass {
169 int turID;
170 void Created(GameObject *obj);
171 void Killed(GameObject *obj,GameObject *killer);
172 public: void Register_Auto_Save_Variables();
173};
174
175class JFW_Vehicle_Extra_Attach : public ScriptImpClass {
176 void Killed(GameObject *obj,GameObject *killer);
177 void Damaged(GameObject *obj,GameObject *damager,float amount);
178};
179
180class JFW_Vehicle_Extra_2 : public ScriptImpClass {
181 int turID;
182 void Created(GameObject *obj);
183 void Custom(GameObject *obj,int type,int param,GameObject *sender);
184 void Killed(GameObject *obj,GameObject *killer);
185 void Damaged(GameObject *obj,GameObject *damager,float amount);
186 public: void Register_Auto_Save_Variables();
187};
188
189class JFW_Vehicle_Lock : public ScriptImpClass {
190 int OwnerID;
191 void Created(GameObject *obj);
192 void Custom(GameObject *obj,int type,int param,GameObject *sender);
193 void Timer_Expired(GameObject *obj,int number);
194 public: void Register_Auto_Save_Variables();
195};
196
197class JFW_Vehicle_Effect_Animation : public ScriptImpClass {
198 bool enabled;
199 int count;
200 void Custom(GameObject *obj,int type,int param,GameObject *sender);
201 void Created(GameObject *obj);
202 public: void Register_Auto_Save_Variables();
203 void Animation_Complete ( GameObject *obj, const char *animation_name );
204};
205
206class JFW_Vehicle_Regen_2 : public ScriptImpClass {
207 void Created(GameObject *obj);
208 void Custom(GameObject *obj,int type,int param,GameObject *sender);
209};
210
211class JFW_Vehicle_Regen_3 : public ScriptImpClass {
212 void Created(GameObject *obj);
213 void Custom(GameObject *obj,int type,int param,GameObject *sender);
214};
215
216class JFW_Aircraft_Refill : public ScriptImpClass {
217 bool active;
218 void Created(GameObject *obj);
219 void Entered(GameObject *obj,GameObject *enterer);
220 void Timer_Expired(GameObject *obj,int number);
221};
222
223class JFW_Aircraft_Refill_Animation : public ScriptImpClass {
224 bool active;
225 void Created(GameObject *obj);
226 void Entered(GameObject *obj,GameObject *enterer);
227 void Timer_Expired(GameObject *obj,int number);
228};
229
230class JFW_Vehicle_Reinforcement : public ScriptImpClass {
231 void Created(GameObject *obj);
232 void Timer_Expired(GameObject *obj,int number);
233};
234
235class JFW_Empty_Vehicle_Timer : public ScriptImpClass {
236 void Custom(GameObject *obj,int type,int param,GameObject *sender);
237 void Timer_Expired(GameObject *obj,int number);
238};
239
240class JFW_Vehicle_Visible_Weapon : public ScriptImpClass {
241 void Created(GameObject *obj);
242 void Timer_Expired(GameObject *obj,int number);
243};
244
245class SoldierObject : public NoEqualsClass<SoldierObject>
246{
247public:
248 int ModelID;
249 int SoldierID;
250 SoldierObject() : ModelID(0), SoldierID(0)
251 {
252 }
253};
254
255class JFW_Per_Preset_Visible_Multiple_People_In_Vehicle : public ScriptImpClass {
256 VectorClass<SoldierObject> SoldierObjects;
257 bool stealth;
258 void Created(GameObject *obj);
259 void Custom(GameObject *obj,int type,int param,GameObject *sender);
260 void Killed(GameObject *obj,GameObject *killer);
261 void Timer_Expired(GameObject *obj, int number);
262};
263
264class JFW_Per_Preset_Visible_Multiple_People_In_Vehicle_2 : public ScriptImpClass {
265 VectorClass<SoldierObject> SoldierObjects;
266 bool stealth;
267 void Created(GameObject *obj);
268 void Custom(GameObject *obj,int type,int param,GameObject *sender);
269 void Killed(GameObject *obj,GameObject *killer);
270 void Timer_Expired(GameObject *obj, int number);
271};
Vehicle Turret Spawner Variant (Enter/Exit Customs & Health Link)
Definition jfwveh.h:57