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CnC_Renegade/Code/Scripts/Test_JDG_EVA.cpp

58 lines
2.1 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
*
* DESCRIPTION
*
* PROGRAMMER
* Joe Gernert
*
* VERSION INFO
* $Author: Joe_g $
* $Revision: 431 $
* $Modtime: 1/12/02 2:28p $
* $Archive: /Commando/Code/Scripts/Test_JDG_EVA.cpp $
*
******************************************************************************/
#include "toolkit.h"
#include "mission1.h"
#include "mission11.h"
#include "wwmath.h"
/*
virtual void Created( GameObject * obj ) {}
virtual void Destroyed( GameObject * obj ) {}
virtual void Killed( GameObject * obj, GameObject * killer ) {}
virtual void Damaged( GameObject * obj, GameObject * damager, float amount ) {}
virtual void Custom( GameObject * obj, int type, int param, GameObject * sender ) {}
virtual void Sound_Heard( GameObject * obj, const CombatSound & sound ) {}
virtual void Enemy_Seen( GameObject * obj, GameObject * enemy ) {}
virtual void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) {}
virtual void Timer_Expired( GameObject * obj, int timer_id ) {}
virtual void Animation_Complete( GameObject * obj, const char * animation_name ) {}
virtual void Poked( GameObject * obj, GameObject * poker ) {}
virtual void Entered( GameObject * obj, GameObject * enterer ) {}
virtual void Exited( GameObject * obj, GameObject * exiter ) {}
*/