58 lines
2.1 KiB
C++
58 lines
2.1 KiB
C++
/*
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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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*
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* DESCRIPTION
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*
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* PROGRAMMER
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* Joe Gernert
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*
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* VERSION INFO
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* $Author: Joe_g $
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* $Revision: 431 $
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* $Modtime: 1/12/02 2:28p $
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* $Archive: /Commando/Code/Scripts/Test_JDG_EVA.cpp $
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*
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******************************************************************************/
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#include "toolkit.h"
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#include "mission1.h"
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#include "mission11.h"
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#include "wwmath.h"
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/*
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virtual void Created( GameObject * obj ) {}
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virtual void Destroyed( GameObject * obj ) {}
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virtual void Killed( GameObject * obj, GameObject * killer ) {}
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virtual void Damaged( GameObject * obj, GameObject * damager, float amount ) {}
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virtual void Custom( GameObject * obj, int type, int param, GameObject * sender ) {}
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virtual void Sound_Heard( GameObject * obj, const CombatSound & sound ) {}
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virtual void Enemy_Seen( GameObject * obj, GameObject * enemy ) {}
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virtual void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) {}
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virtual void Timer_Expired( GameObject * obj, int timer_id ) {}
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virtual void Animation_Complete( GameObject * obj, const char * animation_name ) {}
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virtual void Poked( GameObject * obj, GameObject * poker ) {}
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virtual void Entered( GameObject * obj, GameObject * enterer ) {}
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virtual void Exited( GameObject * obj, GameObject * exiter ) {}
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*/
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