Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
This commit is contained in:
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398
GeneralsMD/Code/GameEngine/Include/GameLogic/ScriptActions.h
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398
GeneralsMD/Code/GameEngine/Include/GameLogic/ScriptActions.h
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: ScriptActions.h ///////////////////////////////////////////////////////////////////////////
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// Executes script actions for the scripting engine.
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// Author: John Ahlquist, Nov 2001
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __SCRIPTACTIONS_H_
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#define __SCRIPTACTIONS_H_
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class ScriptAction;
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class GameWindow;
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class Team;
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class View;
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enum AudioAffect;
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//-----------------------------------------------------------------------------
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// ScriptActionsInterface
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//-----------------------------------------------------------------------------
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/** Pure virtual class for Script Actions interface format */
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//-----------------------------------------------------------------------------
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class ScriptActionsInterface : public SubsystemInterface
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{
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public:
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virtual ~ScriptActionsInterface() { };
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virtual void init( void ) = 0; ///< Init
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virtual void reset( void ) = 0; ///< Reset
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virtual void update( void ) = 0; ///< Update
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virtual void executeAction( ScriptAction *pAction ) = 0; ///< execute a script action.
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virtual void closeWindows( Bool suppressNewWindows ) = 0;
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// Called by the script engine in postProcessLoad()
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virtual void doEnableOrDisableObjectDifficultyBonuses(Bool enableBonuses) = 0;
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}; // end class ScriptActionsInterface
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extern ScriptActionsInterface *TheScriptActions; ///< singleton definition
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//-----------------------------------------------------------------------------
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// ScriptActions
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//-----------------------------------------------------------------------------
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/** Implementation for the Script Engine singleton */
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//-----------------------------------------------------------------------------
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class ScriptActions : public ScriptActionsInterface
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{
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public:
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ScriptActions();
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~ScriptActions();
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public:
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virtual void init( void ); ///< Init
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virtual void reset( void ); ///< Reset
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virtual void update( void ); ///< Update
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void executeAction( ScriptAction *pAction );
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void closeWindows( Bool suppressNewWindows );
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void doEnableOrDisableObjectDifficultyBonuses(Bool enableBonuses);
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protected:
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static GameWindow *m_messageWindow;
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static void clearWindow(void) {m_messageWindow=NULL;};
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Bool m_suppressNewWindows;
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AsciiString m_unnamedUnit;
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protected: // helper functions
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void changeObjectPanelFlagForSingleObject(Object *obj, const AsciiString& flagToChange, Bool newVal );
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protected:
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void doChooseVictimAlwaysUsesNormal(Bool enable);
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void doDebugMessage(const AsciiString& msg, Bool pause);
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void doPlaySoundEffect(const AsciiString& sound);
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void doMoveCameraTo(const AsciiString& waypoint, Real sec, Real cameraStutterSec, Real easeIn, Real easeOut);
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void doSetupCamera(const AsciiString& waypoint, Real zoom, Real pitch, const AsciiString& lookAtWaypoint);
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void doRotateCamera(Real rotations, Real sec, Real easeIn, Real easeOut);
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void doRotateCameraTowardObject(const AsciiString& unitName, Real sec, Real holdSec, Real easeIn, Real easeOut);
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void doRotateCameraTowardWaypoint(const AsciiString& unitName, Real sec, Real easeIn, Real easeOut, Bool reverseRotation);
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void doPitchCamera(Real pitch, Real sec, Real easeIn, Real easeOut);
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void doZoomCamera(Real zoom, Real sec, Real easeIn, Real easeOut);
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void doResetCamera(const AsciiString& waypoint, Real sec, Real easeIn, Real easeOut);
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void doCameraFollowNamed(const AsciiString& unit, Bool snapToUnit);
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void doStopCameraFollowUnit(void);
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void doCameraTetherNamed(const AsciiString& unit, Bool snapToUnit, Real play);
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void doCameraStopTetherNamed(void);
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void doCameraSetDefault(Real pitch, Real angle, Real maxHeight);
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void doOversizeTheTerrain(Int amount);
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void doMoveCameraAlongWaypointPath(const AsciiString& waypoint, Real sec, Real cameraStutterSec, Real easeIn, Real easeOut);
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void doPlaySoundEffectAt(const AsciiString& sound, const AsciiString& waypoint);
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void doVictory(void);
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void doQuickVictory(void);
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void doSetInfantryLightingOverride(Real setting);
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void doDamageTeamMembers(const AsciiString& team, Real amount);
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void doModCameraMoveToSelection(void);
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void doDefeat(void);
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void doLocalDefeat(void);
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void doMoveToWaypoint(const AsciiString& team, const AsciiString& waypoint);
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void doNamedMoveToWaypoint(const AsciiString& unit, const AsciiString& waypoint);
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void doSetTeamState(const AsciiString& team, const AsciiString& state);
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void doCreateReinforcements(const AsciiString& team, const AsciiString& waypoint);
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void doModCameraLookToward(const AsciiString& waypoint);
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void doModCameraFinalLookToward(const AsciiString& waypoint);
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void doCreateObject(const AsciiString& objectName, const AsciiString& thingName, const AsciiString& team, Coord3D *pos, Real angle);
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void doAttack(const AsciiString& attackerName, const AsciiString& victimName);
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void doNamedAttack(const AsciiString& attackerName, const AsciiString& victimName);
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void doBuildBuilding(const AsciiString& buildingType);
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void doBuildSupplyCenter(const AsciiString& playerName, const AsciiString& buildingType, Int cash);
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void doBuildObjectNearestTeam( const AsciiString& playerName, const AsciiString& buildingType, const AsciiString& teamName );
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void doBuildUpgrade(const AsciiString& playerName, const AsciiString& upgrade);
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void doBuildBaseDefense(Bool flank);
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void doBuildBaseStructure(const AsciiString& buildingType, Bool flank);
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void createUnitOnTeamAt(const AsciiString& unitName, const AsciiString& objType, const AsciiString& teamName, const AsciiString& waypoint);
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void doNamedAttackArea(const AsciiString& unitName, const AsciiString& areaName);
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void doNamedAttackTeam(const AsciiString& unitName, const AsciiString& teamName);
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void doTeamAttackArea(const AsciiString& teamName, const AsciiString& areaName);
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void doTeamAttackNamed(const AsciiString& teamName, const AsciiString& unitName);
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void doNamedEnterNamed(const AsciiString& unitSrcName, const AsciiString& unitDestName);
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void doTeamEnterNamed(const AsciiString& teamName, const AsciiString& unitDestName);
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void doNamedExitAll(const AsciiString& unitName);
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void doTeamExitAll(const AsciiString& teamName);
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void doNamedSetGarrisonEvacDisposition(const AsciiString& unitName, UnsignedInt disp );
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void doNamedFollowWaypoints(const AsciiString& unitName, const AsciiString& waypointName);
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void doTeamFollowWaypoints(const AsciiString& teamName, const AsciiString& waypointName, Bool asTeam);
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void doTeamFollowWaypointsExact(const AsciiString& teamName, const AsciiString& waypointName, Bool asTeam);
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void doNamedFollowWaypointsExact(const AsciiString& unitName, const AsciiString& waypointName);
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void doTeamFollowSkirmishApproachPath(const AsciiString& teamName, const AsciiString& waypointName, Bool asTeam);
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void doTeamMoveToSkirmishApproachPath(const AsciiString& teamName, const AsciiString& waypointName);
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void doNamedHunt(const AsciiString& unitName);
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void doTeamHunt(const AsciiString& teamName);
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void doTeamHuntWithCommandButton(const AsciiString& teamName, const AsciiString& commandButton);
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void doPlayerHunt(const AsciiString& playerName);
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void doNamedDelete(const AsciiString& unitName);
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void doTeamGarrisonSpecificBuilding(const AsciiString& teamName, const AsciiString& buildingName);
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void doTeamGarrisonNearestBuilding(const AsciiString& teamName);
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void doTeamExitAllBuildings(const AsciiString& teamName);
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void doExitSpecificBuilding(const AsciiString& buildingName);
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void doUnitGarrisonSpecificBuilding(const AsciiString& unitName, const AsciiString& buildingName);
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void doUnitGarrisonNearestBuilding(const AsciiString& unitName);
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void doUnitExitBuilding(const AsciiString& unitName);
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void doPlayerGarrisonAllBuildings(const AsciiString& playerName);
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void doPlayerExitAllBuildings(const AsciiString& playerName);
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void doLetterBoxMode(Bool startLetterbox); // if true, start it. If false, end it.
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void doBlackWhiteMode(Bool startBWMode, Int frames); // if true, start it. If false, end it.
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void doSkyBox(Bool showSkyBox); // if true, start it. If false, end it.
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void doWeather(Bool showWeather); // if true, show weather effects defined in INI file.
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void doFreezeTime( void );
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void doUnfreezeTime( void );
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void doMilitaryCaption(const AsciiString& briefing, Int duration);
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void doCameraSetAudibleDistance(Real audibleDistance);
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void doNamedSetHeld(const AsciiString& unit, Bool held);
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void doNamedSetStoppingDistance(const AsciiString& unit, Real stoppingDistance);
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void doSetStoppingDistance(const AsciiString& team, Real stoppingDistance);
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void doDisableSpecialPowerDisplay( void );
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void doEnableSpecialPowerDisplay( void );
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void doNamedHideSpecialPowerDisplay( const AsciiString& unit );
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void doNamedShowSpecialPowerDisplay( const AsciiString& unit );
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void doNamedStopSpecialPowerCountdown( const AsciiString& unit, const AsciiString& specialPower, Bool stop );
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void doNamedSetSpecialPowerCountdown( const AsciiString& unit, const AsciiString& specialPower, Int frames );
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void doNamedAddSpecialPowerCountdown( const AsciiString& unit, const AsciiString& specialPower, Int frames );
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void doNamedFireSpecialPowerAtWaypoint( const AsciiString& unit, const AsciiString& specialPower, const AsciiString& waypoint );
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void doNamedFireSpecialPowerAtNamed( const AsciiString& unit, const AsciiString& specialPower, const AsciiString& target );
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void doSkirmishFireSpecialPowerAtMostCost( const AsciiString& player, const AsciiString& specialPower );
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void doNamedFireWeaponFollowingWaypointPath( const AsciiString& unit, const AsciiString& waypointPath );
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void doNamedUseCommandButtonAbility( const AsciiString& unit, const AsciiString& ability );
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void doNamedUseCommandButtonAbilityOnNamed( const AsciiString& unit, const AsciiString& ability, const AsciiString& target );
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void doNamedUseCommandButtonAbilityAtWaypoint( const AsciiString& unit, const AsciiString& ability, const AsciiString& waypoint );
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void doNamedUseCommandButtonAbilityUsingWaypointPath( const AsciiString& unit, const AsciiString& ability, const AsciiString& waypointPath );
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void doTeamUseCommandButtonAbility( const AsciiString& team, const AsciiString& ability );
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void doTeamUseCommandButtonAbilityOnNamed( const AsciiString& team, const AsciiString& ability, const AsciiString& target );
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void doTeamUseCommandButtonAbilityAtWaypoint( const AsciiString& team, const AsciiString& ability, const AsciiString& waypoint );
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void doDisplayCountdownTimer(const AsciiString& timerName, const AsciiString& timerText);
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void doHideCountdownTimer(const AsciiString& timerName);
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void doDisableCountdownTimerDisplay(void);
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void doEnableCountdownTimerDisplay(void);
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void doDisplayCounter(const AsciiString& counterName, const AsciiString& counterText);
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void doHideCounter(const AsciiString& counterName);
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void doAudioSetVolume(AudioAffect whichToAffect, Real newVolumeLevel);
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void doTransferTeamToPlayer(const AsciiString& teamName, const AsciiString& playerName);
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void doSetMoney(const AsciiString& playerName, Int money); // Set a player's cash reserves to a specific value.
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void doGiveMoney(const AsciiString& playerName, Int money); // Add/subtract cash from a player's reserves.
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void updateNamedAttackPrioritySet(const AsciiString& unitName, const AsciiString& attackPrioritySet);
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void updateTeamAttackPrioritySet(const AsciiString& teamName, const AsciiString& attackPrioritySet);
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void updateBaseConstructionSpeed(const AsciiString& playerName, Int speed);
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void updateNamedSetAttitude(const AsciiString& unitName, Int attitude);
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void updateTeamSetAttitude(const AsciiString& teamName, Int attitude);
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void doNamedSetRepulsor(const AsciiString& unitName, Bool repulsor);
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void doTeamSetRepulsor(const AsciiString& teamName, Bool repulsor);
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void doLoadAllTransports(const AsciiString& teamName);
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void doNamedGuard(const AsciiString& unitName);
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void doTeamGuard(const AsciiString& teamName);
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void doTeamGuardPosition(const AsciiString& teamName, const AsciiString& waypointName);
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void doTeamGuardObject(const AsciiString& teamName, const AsciiString& unitName);
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void doTeamGuardArea(const AsciiString& teamName, const AsciiString& areaName);
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void doPlayerSellEverything(const AsciiString& playerName);
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void doPlayerDisableBaseConstruction(const AsciiString& playerName);
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void doPlayerDisableFactories(const AsciiString& playerName, const AsciiString& objectName);
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void doPlayerDisableUnitConstruction(const AsciiString& playerName);
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void doPlayerEnableBaseConstruction(const AsciiString& playerName);
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void doPlayerEnableFactories(const AsciiString& playerName, const AsciiString& objectName);
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void doPlayerRepairStructure(const AsciiString& playerName, const AsciiString& objectName);
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void doPlayerEnableUnitConstruction(const AsciiString& playerName);
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void doCameraMoveHome(void);
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void doBuildTeam(const AsciiString& teamName);
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void doRecruitTeam(const AsciiString& teamName, Real recrutiRadius);
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void doNamedDamage(const AsciiString& unitName, Int damageAmt);
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void doTeamDelete(const AsciiString& teamName, Bool ignoreDead);
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void doTeamIncreasePriority(const AsciiString& teamName);
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void doTeamDecreasePriority(const AsciiString& teamName);
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void doTeamWander(const AsciiString& teamName, const AsciiString& waypointName);
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void doTeamPanic(const AsciiString& teamName, const AsciiString& waypointName);
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void doTeamWanderInPlace(const AsciiString& teamName);
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void doNamedKill(const AsciiString& unitName);
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void doTeamKill(const AsciiString& teamName);
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void doPlayerKill(const AsciiString& playerName);
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void doDisplayText(const AsciiString& displayText);
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void doDisplayCinematicText(const AsciiString& displayText, const AsciiString& fontType, Int timeInSeconds);
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void doCameoFlash(const AsciiString& cameoFlash, Int timeInSeconds);
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void doNamedFlash(const AsciiString& unitName, Int timeInSeconds, const RGBColor *color);
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void doNamedCustomColor(const AsciiString& unitName, Color c);
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void doTeamFlash(const AsciiString& teamName, Int timeInSeconds, const RGBColor *color);
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void doMoviePlayFullScreen(const AsciiString& movieName);
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void doMoviePlayRadar(const AsciiString& movieName);
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void doSoundPlayFromNamed(const AsciiString& soundName, const AsciiString& unitName);
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void doSpeechPlay(const AsciiString& speechName, Bool allowOverlap);
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void doPlayerTransferAssetsToPlayer(const AsciiString& playerSrcName, const AsciiString& playerDstName);
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void doNamedTransferAssetsToPlayer(const AsciiString& unitName, const AsciiString& playerDstName);
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void excludePlayerFromScoreScreen(const AsciiString& playerName);
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void enableScoring(Bool score);
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void updatePlayerRelationTowardPlayer(const AsciiString& playerSrcName, Int relationType, const AsciiString& playerDestPlayer);
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void doRadarCreateEvent(Coord3D *pos, Int eventType);
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void doRadarDisable(void);
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void doRadarEnable(void);
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void doNamedEnableStealth(const AsciiString& unitName, Bool enabled);
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void doTeamEnableStealth(const AsciiString& teamName, Bool enabled);
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void doNamedSetUnmanned( const AsciiString& unitName );
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void doTeamSetUnmanned( const AsciiString& teamName );
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void doNamedSetBoobytrapped( const AsciiString& thingTemplateName, const AsciiString& unitName );
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void doTeamSetBoobytrapped( const AsciiString& thingTemplateName, const AsciiString& teamName );
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void doRevealMapAtWaypoint(const AsciiString& waypointName, Real radiusToReveal, const AsciiString& playerName);
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void doShroudMapAtWaypoint(const AsciiString& waypointName, Real radiusToShroud, const AsciiString& playerName);
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void doTeamAvailableForRecruitment(const AsciiString& teamName, Bool availability);
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void doCollectNearbyForTeam(const AsciiString& teamName);
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void doMergeTeamIntoTeam(const AsciiString& teamSrcName, const AsciiString& teamDestName);
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void doIdleAllPlayerUnits(const AsciiString& playerName);
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void doResumeSupplyTruckingForIdleUnits(const AsciiString& playerName);
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void doDisableInput();
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void doEnableInput();
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void doSetBorderShroud( Bool setting );
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void doAmbientSoundsPause(Bool pausing); // if true, then pause, if false then resume.
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void doMusicTrackChange(const AsciiString& newTrackName, Bool fadeout, Bool fadein);
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void doRevealMapEntire(const AsciiString& playerName);
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void doRevealMapEntirePermanently( Bool reveal, const AsciiString& playerName );
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void doShroudMapEntire(const AsciiString& playerName);
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void doCameraMotionBlur(Bool zoomIn, Bool saturate);
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void doCameraMotionBlurJump(const AsciiString& waypointName, Bool saturate);
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void doRadarRefresh( void );
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void doNamedStop(const AsciiString& unitName);
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void doTeamStop(const AsciiString& teamName, Bool shouldDisband);
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void doTeamSetOverrideRelationToTeam(const AsciiString& teamName, const AsciiString& otherTeam, Int relation);
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void doTeamRemoveOverrideRelationToTeam(const AsciiString& teamName, const AsciiString& otherTeam);
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void doTeamSetOverrideRelationToPlayer(const AsciiString& teamName, const AsciiString& otherPlayer, Int relation);
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void doTeamRemoveOverrideRelationToPlayer(const AsciiString& teamName, const AsciiString& otherPlayer);
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void doPlayerSetOverrideRelationToTeam(const AsciiString& playerName, const AsciiString& otherTeam, Int relation);
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void doPlayerRemoveOverrideRelationToTeam(const AsciiString& playerName, const AsciiString& otherTeam);
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void doTeamRemoveAllOverrideRelations(const AsciiString& teamName);
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void doUnitStartSequentialScript(const AsciiString& unitName, const AsciiString& scriptName, Int loopVal);
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void doUnitStopSequentialScript(const AsciiString& unitName);
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void doTeamStartSequentialScript(const AsciiString& teamName, const AsciiString& scriptName, Int loopVal);
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void doTeamStopSequentialScript(const AsciiString& teamName);
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void doUnitGuardForFramecount(const AsciiString& unitName, Int framecount);
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void doUnitIdleForFramecount(const AsciiString& unitName, Int framecount);
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void doTeamGuardForFramecount(const AsciiString& teamName, Int framecount);
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void doTeamIdleForFramecount(const AsciiString& teamName, Int framecount);
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void doWaterChangeHeight(const AsciiString& waterName, Real newHeight);
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void doWaterChangeHeightOverTime( const AsciiString& waterName, Real newHeight, Real time, Real damage );
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void doBorderSwitch(Int borderToUse);
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void doForceObjectSelection(const AsciiString& teamName, const AsciiString& objectType, Bool centerInView, const AsciiString& audioToPlay);
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void doDestroyAllContained(const AsciiString& unitName, Int damageType);
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void doRadarForceEnable(void);
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void doRadarRevertNormal(void);
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void doScreenShake( UnsignedInt intensity );
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void doModifyBuildableStatus( const AsciiString& objectType, Int buildableStatus );
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void doSetWarehouseValue( const AsciiString& warehouseName, Int cashValue );
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void doSetCaveIndex( const AsciiString& caveName, Int caveIndex );
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void doObjectRadarCreateEvent( const AsciiString& unitName, Int eventType );
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void doTeamRadarCreateEvent( const AsciiString& teamName, Int eventType );
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void doSoundEnableType( const AsciiString& soundEventName, Bool enable );
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void doSoundRemoveType( const AsciiString& soundEventName );
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void doSoundRemoveAllDisabled();
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void doSoundOverrideVolume( const AsciiString& soundEventName, Real newVolume );
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void doInGamePopupMessage( const AsciiString& message, Int x, Int y, Int width, Bool pause );
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||||
void doSetToppleDirection( const AsciiString& unitName, const Coord3D* direction);
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void doMoveUnitTowardsNearest( const AsciiString& unitName, const AsciiString& objectType, AsciiString triggerName);
|
||||
void doMoveTeamTowardsNearest( const AsciiString& teamName, const AsciiString& objectType, AsciiString triggerName);
|
||||
void doUnitReceiveUpgrade( const AsciiString& unitName, const AsciiString& upgradeName );
|
||||
void doSkirmishAttackNearestGroupWithValue( const AsciiString& teamName, Int comparison, Int value );
|
||||
void doSkirmishCommandButtonOnMostValuable( const AsciiString& teamName, const AsciiString& commandButton, Real range, Bool allTeamMembers);
|
||||
void doTeamSpinForFramecount( const AsciiString& teamName, Int waitForFrames );
|
||||
void doTeamUseCommandButtonOnNamed( const AsciiString& teamName, const AsciiString& commandAbility, const AsciiString& unitName );
|
||||
void doTeamUseCommandButtonOnNearestEnemy( const AsciiString& teamName, const AsciiString& commandAbility );
|
||||
void doTeamUseCommandButtonOnNearestGarrisonedBuilding( const AsciiString& teamName, const AsciiString& commandAbility );
|
||||
void doTeamUseCommandButtonOnNearestKindof( const AsciiString& teamName, const AsciiString& commandAbility, Int kindofBit );
|
||||
void doTeamUseCommandButtonOnNearestBuilding( const AsciiString& teamName, const AsciiString& commandAbility );
|
||||
void doTeamUseCommandButtonOnNearestBuildingClass( const AsciiString& teamName, const AsciiString& commandAbility, Int kindofBit );
|
||||
void doTeamUseCommandButtonOnNearestObjectType( const AsciiString& teamName, const AsciiString& commandAbility, const AsciiString& objectType );
|
||||
void doTeamPartialUseCommandButton( Real percentage, const AsciiString& teamName, const AsciiString& commandAbility );
|
||||
void doTeamCaptureNearestUnownedFactionUnit( const AsciiString& teamName );
|
||||
void doCreateTeamFromCapturedUnits( const AsciiString& playerName, const AsciiString& teamName );
|
||||
void doPlayerAddSkillPoints(const AsciiString& playerName, Int delta);
|
||||
void doPlayerAddRankLevels(const AsciiString& playerName, Int delta);
|
||||
void doPlayerSetRankLevel(const AsciiString& playerName, Int level);
|
||||
void doMapSetRankLevelLimit(Int level);
|
||||
void doPlayerGrantScience(const AsciiString& playerName, const AsciiString& scienceName);
|
||||
void doPlayerPurchaseScience(const AsciiString& playerName, const AsciiString& scienceName);
|
||||
void doPlayerSetScienceAvailability( const AsciiString& playerName, const AsciiString& scienceName, const AsciiString& scienceAvailability );
|
||||
void doTeamEmoticon(const AsciiString& teamName, const AsciiString& emoticonName, Real duration);
|
||||
void doNamedEmoticon(const AsciiString& unitName, const AsciiString& emoticonName, Real duration);
|
||||
void doObjectTypeListMaintenance(const AsciiString& objectList, const AsciiString& objectType, Bool addObject);
|
||||
void doRevealMapAtWaypointPermanent(const AsciiString& waypointName, Real radiusToReveal, const AsciiString& playerName, const AsciiString& lookName);
|
||||
void doUndoRevealMapAtWaypointPermanent(const AsciiString& lookName);
|
||||
void doEvaEnabledDisabled(Bool setEnabled);
|
||||
void doSetOcclusionMode(Bool setEnabled);
|
||||
void doC3CameraEnableSlaveMode( const AsciiString &thingTemplateName, const AsciiString &boneName );
|
||||
void doSetDrawIconUIMode(Bool setEnabled);
|
||||
void doC3CameraDisableSlaveMode( void );
|
||||
void doSetDynamicLODMode(Bool setEnabled);
|
||||
void doAffectObjectPanelFlagsUnit(const AsciiString& unitName, const AsciiString& flagName, Bool enable);
|
||||
void doAffectObjectPanelFlagsTeam(const AsciiString& teamName, const AsciiString& flagName, Bool enable);
|
||||
void doGuardSupplyCenter(const AsciiString& teamName, Int supplies);
|
||||
void doTeamGuardInTunnelNetwork(const AsciiString& teamName);
|
||||
void doAffectPlayerSkillset(const AsciiString& playerName, Int skillset);
|
||||
void doC3CameraShake( const AsciiString &waypointName, Real amplitude, Real duration_seconds, Real radius );
|
||||
void doOverrideHulkLifetime( Real seconds );
|
||||
void doNamedFaceNamed( const AsciiString &unitName, const AsciiString &faceUnitName );
|
||||
void doNamedFaceWaypoint( const AsciiString &unitName, const AsciiString &faceWaypointName );
|
||||
void doTeamFaceNamed( const AsciiString &teamName, const AsciiString &faceUnitName );
|
||||
void doTeamFaceWaypoint( const AsciiString &teamName, const AsciiString &faceWaypointName );
|
||||
void doRemoveCommandBarButton(const AsciiString& commandBarButton, const AsciiString& objectType);
|
||||
void doAddCommandBarButton(const AsciiString& commandBarButton, const AsciiString& objectType, Int slotNum);
|
||||
void doAffectSkillPointsModifier(const AsciiString& playerName, Real newModifier);
|
||||
void doResizeViewGuardband(const Real gbx, const Real gby );
|
||||
void deleteAllUnmanned();
|
||||
void doNamedSetTrainHeld( const AsciiString &locoName, const Bool set );
|
||||
void doEnableObjectSound(const AsciiString& objectName, Bool enable);
|
||||
|
||||
}; // end class ScriptActions
|
||||
|
||||
|
||||
#endif // end __SCRIPTACTIONS_H_
|
||||
|
||||
|
Reference in a new issue