558 lines
15 KiB
C++
558 lines
15 KiB
C++
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/*
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** Command & Conquer Renegade(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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* FILE
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* Test_RMV_Toolkit.cpp
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*
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* DESCRIPTION
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* Additional Toolkit Scripts
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*
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* PROGRAMMER
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* Ryan Vervack
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*
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* VERSION INFO
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* $Author: Dan_e $
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* $Revision: 154 $
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* $Modtime: 11/03/01 11:18a $
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* $Archive: /Commando/Code/Scripts/Test_RMV_Toolkit.cpp $
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*
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******************************************************************************/
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#include "scripts.h"
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#include <string.h>
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#include <stdio.h>
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#include "toolkit.h"
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enum {
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TECHNICIAN_MOVEMENT,
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TECHNICIAN_ANIMATION
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};
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DECLARE_SCRIPT(RMV_Trigger_Zone, "TargetID:int, Type:int, Param:int")
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{
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void Entered(GameObject * obj, GameObject * enterer)
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{
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if (Commands->Is_A_Star(enterer))
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{
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int type = Get_Int_Parameter("Type");
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int param = Get_Int_Parameter("Param");
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GameObject *target = Commands->Find_Object(Get_Int_Parameter("TargetID"));
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if (target)
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Commands->Send_Custom_Event(obj, target, type, param);
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if (obj)
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Commands->Destroy_Object(obj);
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}
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}
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};
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DECLARE_SCRIPT(RMV_Trigger_Zone_2, "TargetID:int, Type:int, Param:int")
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{
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void Entered(GameObject * obj, GameObject * enterer)
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{
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if (Commands->Is_A_Star(enterer))
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{
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int type = Get_Int_Parameter("Type");
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int param = Get_Int_Parameter("Param");
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GameObject *target = Commands->Find_Object(Get_Int_Parameter("TargetID"));
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if (target)
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Commands->Send_Custom_Event(obj, target, type, param);
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}
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}
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};
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DECLARE_SCRIPT(RMV_Trigger_Poked, "Target_ID:int, Type:int, Param:int")
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{
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void Poked(GameObject * obj, GameObject * poker)
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{
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int type = Get_Int_Parameter("Type");
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int param = Get_Int_Parameter("Param");
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GameObject * target;
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if (Get_Int_Parameter("Target_ID") == 0)
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{
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target = poker;
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}
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else
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{
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target = Commands->Find_Object(Get_Int_Parameter("Target_ID"));
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}
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if (target)
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{
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Commands->Send_Custom_Event(obj, target, type, param);
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}
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}
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};
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DECLARE_SCRIPT(RMV_Engineer_Wander, "Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int, Building_Number:int, Evac_Object=None:string")
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{
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int c_type, c_param_1, c_param_2;
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int terminal_id, int_anim;
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bool busy, emergency, always_run, evacuating;
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REGISTER_VARIABLES()
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{
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SAVE_VARIABLE(c_type, 1);
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SAVE_VARIABLE(c_param_1, 2);
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SAVE_VARIABLE(c_param_2, 3);
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SAVE_VARIABLE(terminal_id, 4);
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SAVE_VARIABLE(int_anim, 5);
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SAVE_VARIABLE(busy, 6);
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SAVE_VARIABLE(emergency, 7);
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SAVE_VARIABLE(always_run, 8);
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SAVE_VARIABLE(evacuating, 9);
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}
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void Created(GameObject * obj)
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{
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busy = emergency = always_run = evacuating = false;
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c_type = Get_Int_Parameter("Custom_Type");
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c_param_1 = Get_Int_Parameter("Custom_Param_1");
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c_param_2 = Get_Int_Parameter("Custom_Param_2");
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}
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void Sound_Heard(GameObject * obj, const CombatSound & sound)
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{
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if (evacuating)
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{
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return;
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}
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if ((sound.Type == M00_SOUND_ENGINEER_WANDER) && (!busy))
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{
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emergency = false;
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if (always_run)
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{
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emergency = true;
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}
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Commands->Send_Custom_Event(obj, sound.Creator, c_type, c_param_1);
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}
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else if (sound.Type == M00_SOUND_ENGINEER_WANDER_EMERGENCY && !busy)
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{
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emergency = true;
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Commands->Send_Custom_Event(obj, sound.Creator, c_type, c_param_1);
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}
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else if (sound.Type == M00_SOUND_BUILDING_DESTROYED + Get_Int_Parameter("Building_Number"))
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{
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Evacuate();
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}
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else if (sound.Type == M00_SOUND_ALWAYS_RUN)
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{
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always_run = true;
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}
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else if (sound.Type == M00_SOUND_ALWAYS_RUN_OFF)
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{
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always_run = false;
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}
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}
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void Evacuate(void)
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{
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const char* evac = Get_Parameter("Evac_Object");
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Commands->Action_Reset(Owner(), 99);
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evacuating = true;
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if (stricmp(evac, "None") == 0)
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{
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return;
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}
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else
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{
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GameObject * my_evac_point = Commands->Find_Random_Simple_Object(evac);
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if (my_evac_point)
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{
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ActionParamsStruct params;
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params.Set_Basic(this, 99, 0);
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params.Set_Movement(my_evac_point, RUN, 2.0f);
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Commands->Action_Goto(Owner(), params);
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}
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}
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}
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void Custom(GameObject * obj, int type, int param, GameObject * sender)
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{
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if (type == c_type)
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{
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busy = true;
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terminal_id = Commands->Get_ID(sender);
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char *anim;
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anim = (char *)param;
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int_anim = (int)anim;
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ActionParamsStruct params;
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params.Set_Basic(this, 70, TECHNICIAN_MOVEMENT);
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params.Set_Movement(sender, emergency ? RUN : WALK, 0.75f);
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Commands->Action_Goto(obj, params);
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}
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}
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void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
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{
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if (action_id == TECHNICIAN_MOVEMENT)
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{
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if (reason != ACTION_COMPLETE_NORMAL)
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return;
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GameObject *terminal;
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terminal = Commands->Find_Object(terminal_id);
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if (terminal)
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{
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float facing = Commands->Get_Facing(terminal);
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Commands->Set_Facing(obj, facing + 180);
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}
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char *anim;
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anim = (char *)int_anim;
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anim = "s_a_human.h_a_con2";
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ActionParamsStruct params;
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params.Set_Basic(this, 70, TECHNICIAN_ANIMATION);
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params.Set_Animation(anim, false);
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Commands->Action_Play_Animation(obj, params);
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}
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if (action_id == TECHNICIAN_ANIMATION || reason == ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE)
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{
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GameObject *terminal;
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terminal = Commands->Find_Object(terminal_id);
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Commands->Send_Custom_Event(obj, terminal, c_type, c_param_2);
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busy = emergency = false;
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if (always_run)
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{
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emergency = true;
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}
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}
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}
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};
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/*DECLARE_SCRIPT(RMV_Engineer_Wander_Terminal, "Animation_Name:string, Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int")
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{
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enum {ENGINEER_WANDER_TIMER};
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bool i_am_occupied;
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Vector3 mypos;
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int c_type, c_param_1, c_param_2;
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REGISTER_VARIABLES()
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{
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SAVE_VARIABLE(i_am_occupied, 1);
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SAVE_VARIABLE(mypos, 2);
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SAVE_VARIABLE(c_type, 3);
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SAVE_VARIABLE(c_param_1, 4);
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SAVE_VARIABLE(c_param_2, 5);
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}
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void Created(GameObject * obj)
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{
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// Commands->Enable_Hibernation(obj, false);
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i_am_occupied = false;
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mypos = Commands->Get_Position(obj);
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c_type = Get_Int_Parameter("Custom_Type");
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c_param_1 = Get_Int_Parameter("Custom_Param_1");
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c_param_2 = Get_Int_Parameter("Custom_Param_2");
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Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
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}
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void Timer_Expired(GameObject * obj, int timer_id)
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{
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if ((timer_id == ENGINEER_WANDER_TIMER) && (!i_am_occupied))
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{
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Commands->Create_Logical_Sound(obj, M00_SOUND_ENGINEER_WANDER, mypos, 60.0f);
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Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
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}
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}
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void Custom(GameObject * obj, int type, int param, GameObject * sender)
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{
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if ((type == c_type) && (param == c_param_1) && (!i_am_occupied))
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{
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i_am_occupied = true;
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const char *anim;
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anim = Get_Parameter("Animation_Name");
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Commands->Send_Custom_Event(obj, sender, c_type, (int)anim);
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}
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if ((type == c_type) && (param == c_param_2) && (i_am_occupied))
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{
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i_am_occupied = false;
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Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
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}
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}
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};*/
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DECLARE_SCRIPT(RMV_Building_Engineer_Controller, "Killed_Broadcast_Radius:float, 25_Start_ID:int, 25_Number:int, 50_Start_ID:int, 50_Number:int, 75_Start_ID:int, 75_Number:int, Building_Number:int")
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{
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bool sent_25, sent_50, sent_75;
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REGISTER_VARIABLES()
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{
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SAVE_VARIABLE(sent_25, 1);
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SAVE_VARIABLE(sent_50, 2);
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SAVE_VARIABLE(sent_75, 3);
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}
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void Created(GameObject * obj)
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{
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sent_25 = sent_50 = sent_75 = false;
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}
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void Custom(GameObject * obj, int type, int param, GameObject * sender)
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{
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if (type == CUSTOM_EVENT_BUILDING_DAMAGED)
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{
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float percentage = 1 - ((float)param/100.0f);
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if (!sent_25 && percentage >= 0.25)
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{
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Commands->Debug_Message("Building took 25 percent or more damage, notifying engineers.\n");
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sent_25 = true;
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for (int x = 0; x < Get_Int_Parameter("25_Number"); x++)
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{
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GameObject * target = Commands->Find_Object(Get_Int_Parameter("25_Start_ID") + x);
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if (target)
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{
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Commands->Send_Custom_Event(obj, target, 1000, 1000);
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}
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}
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}
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if (!sent_50 && percentage >= 0.50)
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{
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Commands->Debug_Message("Building took 50 percent or more damage, notifying engineers.\n");
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Vector3 mypos = Commands->Get_Position(obj);
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Commands->Create_Logical_Sound(obj, M00_SOUND_ALWAYS_RUN, mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
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sent_50 = true;
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for (int x = 0; x < Get_Int_Parameter("50_Number"); x++)
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{
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GameObject * target = Commands->Find_Object(Get_Int_Parameter("50_Start_ID") + x);
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if (target)
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{
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Commands->Send_Custom_Event(obj, target, 1000, 1000);
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}
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}
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}
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if (!sent_75 && percentage >= 0.75)
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{
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Commands->Debug_Message("Building took 75 percent or more damages, notifying engineers.\n");
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sent_75 = true;
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for (int x = 0; x < Get_Int_Parameter("75_Number"); x++)
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{
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GameObject * target = Commands->Find_Object(Get_Int_Parameter("75_Start_ID") + x);
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if (target)
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{
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Commands->Send_Custom_Event(obj, target, 1000, 1000);
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}
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}
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}
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}
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if (type == CUSTOM_EVENT_BUILDING_REPAIRED)
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{
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float percentage = 1 - ((float)param/100.0f);
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if (percentage <= 0.25)
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{
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Commands->Debug_Message("Building repaired to 75 percent or more health, notifying engineers.\n");
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sent_25 = false;
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for (int x = 0; x < Get_Int_Parameter("25_Number"); x++)
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{
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GameObject * target = Commands->Find_Object(Get_Int_Parameter("25_Start_ID") + x);
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if (target)
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{
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Commands->Send_Custom_Event(obj, target, 2000, 2000);
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}
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}
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}
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if (percentage <= 0.50)
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{
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Commands->Debug_Message("Building repaired to 50 percent or more health, notifying engineers.\n");
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Vector3 mypos = Commands->Get_Position(obj);
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Commands->Create_Logical_Sound(obj, M00_SOUND_ALWAYS_RUN_OFF, mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
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sent_50 = false;
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for (int x = 0; x < Get_Int_Parameter("50_Number"); x++)
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{
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GameObject * target = Commands->Find_Object(Get_Int_Parameter("50_Start_ID") + x);
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if (target)
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{
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Commands->Send_Custom_Event(obj, target, 2000, 2000);
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}
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}
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}
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if (percentage <= 0.75)
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{
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Commands->Debug_Message("Building repaired to 25 percent or more health, notifying engineers.\n");
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sent_75 = false;
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for (int x = 0; x < Get_Int_Parameter("75_Number"); x++)
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{
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GameObject * target = Commands->Find_Object(Get_Int_Parameter("75_Start_ID") + x);
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if (target)
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{
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Commands->Send_Custom_Event(obj, target, 2000, 2000);
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}
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}
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}
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}
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}
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void Killed(GameObject * obj, GameObject * killer)
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{
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Vector3 mypos = Commands->Get_Position(obj);
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Commands->Create_Logical_Sound(obj, M00_SOUND_BUILDING_DESTROYED + Get_Int_Parameter("Building_Number"), mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
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}
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};
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DECLARE_SCRIPT(RMV_Toggled_Engineer_Target, "Emergency=1:int, Animation_Name:string, Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int")
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{
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enum {ENGINEER_WANDER_TIMER};
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||
|
|
||
|
bool i_am_occupied;
|
||
|
Vector3 mypos;
|
||
|
int c_type, c_param_1, c_param_2;
|
||
|
bool active;
|
||
|
|
||
|
REGISTER_VARIABLES()
|
||
|
{
|
||
|
SAVE_VARIABLE(i_am_occupied, 1);
|
||
|
SAVE_VARIABLE(mypos, 2);
|
||
|
SAVE_VARIABLE(c_type, 3);
|
||
|
SAVE_VARIABLE(c_param_1, 4);
|
||
|
SAVE_VARIABLE(c_param_2, 5);
|
||
|
SAVE_VARIABLE(active, 6);
|
||
|
}
|
||
|
|
||
|
void Created(GameObject * obj)
|
||
|
{
|
||
|
active = false;
|
||
|
// Commands->Enable_Hibernation(obj, false);
|
||
|
i_am_occupied = false;
|
||
|
mypos = Commands->Get_Position(obj);
|
||
|
c_type = Get_Int_Parameter("Custom_Type");
|
||
|
c_param_1 = Get_Int_Parameter("Custom_Param_1");
|
||
|
c_param_2 = Get_Int_Parameter("Custom_Param_2");
|
||
|
}
|
||
|
|
||
|
void Timer_Expired(GameObject * obj, int timer_id)
|
||
|
{
|
||
|
if ((timer_id == ENGINEER_WANDER_TIMER) && (!i_am_occupied) && active)
|
||
|
{
|
||
|
Commands->Create_Logical_Sound(obj, (Get_Int_Parameter("Emergency") == 0) ? M00_SOUND_ENGINEER_WANDER : M00_SOUND_ENGINEER_WANDER_EMERGENCY, mypos, 60.0f);
|
||
|
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Custom(GameObject * obj, int type, int param, GameObject * sender)
|
||
|
{
|
||
|
if (type == 1000 && param == 1000)
|
||
|
{
|
||
|
active = true;
|
||
|
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
|
||
|
}
|
||
|
|
||
|
if (type == 2000 && param == 2000)
|
||
|
{
|
||
|
active = false;
|
||
|
}
|
||
|
|
||
|
if ((type == c_type) && (param == c_param_1) && (!i_am_occupied))
|
||
|
{
|
||
|
i_am_occupied = true;
|
||
|
const char *anim;
|
||
|
anim = Get_Parameter("Animation_Name");
|
||
|
Commands->Send_Custom_Event(obj, sender, c_type, (int)anim);
|
||
|
}
|
||
|
if ((type == c_type) && (param == c_param_2) && (i_am_occupied))
|
||
|
{
|
||
|
i_am_occupied = false;
|
||
|
Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
DECLARE_SCRIPT(RMV_MCT_Switcher, "")
|
||
|
{
|
||
|
void Killed(GameObject * obj, GameObject * killer)
|
||
|
{
|
||
|
GameObject *temp;
|
||
|
temp = Commands->Create_Object("NOD MCT Off", Commands->Get_Position(obj));
|
||
|
if (obj)
|
||
|
{
|
||
|
Commands->Set_Facing(temp, Commands->Get_Facing(obj));
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
DECLARE_SCRIPT(M00_Play_Sound, "Sound_Preset:string, Is_3D=1:int, Offset:vector3, Offset_Randomness:vector3, Frequency_Min=-1:float, Frequency_Max:float")
|
||
|
{
|
||
|
void Created(GameObject * obj)
|
||
|
{
|
||
|
if (Get_Int_Parameter("Frequency_Min") == -1)
|
||
|
{
|
||
|
Timer_Expired(obj, 0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float time = Commands->Get_Random(Get_Float_Parameter("Frequency_Min"), Get_Float_Parameter("Frequency_Max"));
|
||
|
Commands->Start_Timer(obj, this, time, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Timer_Expired(GameObject * obj, int timer_id)
|
||
|
{
|
||
|
const char * sound = Get_Parameter("Sound_Preset");
|
||
|
bool is_3d = (Get_Int_Parameter("Is_3D") == 1) ? true : false;
|
||
|
Vector3 pos = Commands->Get_Position(obj);
|
||
|
pos += Get_Vector3_Parameter("Offset");
|
||
|
Vector3 offset_random = Get_Vector3_Parameter("Offset_Randomness");
|
||
|
pos.X += Commands->Get_Random(-offset_random.X, offset_random.X);
|
||
|
pos.Y += Commands->Get_Random(-offset_random.Y, offset_random.Y);
|
||
|
pos.Z += Commands->Get_Random(-offset_random.Z, offset_random.Z);
|
||
|
|
||
|
int id;
|
||
|
|
||
|
if (is_3d)
|
||
|
{
|
||
|
Commands->Debug_Message("Playing 3D Sound\n");
|
||
|
id = Commands->Create_Sound(sound, pos, obj);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Commands->Debug_Message("Playing 2D Sound\n");
|
||
|
id = Commands->Create_2D_Sound(sound);
|
||
|
}
|
||
|
Commands->Monitor_Sound(obj, id);
|
||
|
}
|
||
|
|
||
|
void Custom(GameObject * obj, int type, int param, GameObject * sender)
|
||
|
{
|
||
|
if (type == CUSTOM_EVENT_SOUND_ENDED)
|
||
|
{
|
||
|
if (Get_Int_Parameter("Frequency_Min") != -1)
|
||
|
{
|
||
|
float time = Commands->Get_Random(Get_Float_Parameter("Frequency_Min"), Get_Float_Parameter("Frequency_Max"));
|
||
|
Commands->Start_Timer(obj, this, time, 0);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|