mirror of
https://github.com/DrBeef/JKXR.git
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316 lines
19 KiB
C
316 lines
19 KiB
C
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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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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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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#pragma once
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//NOTENOTE: The enums and tables in this file will obviously bitch if they are included multiple times, don't do that
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typedef enum //# setType_e
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{
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//# #sep Parm strings
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SET_PARM1 = 0,//## %s="" # Set entity parm1
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SET_PARM2,//## %s="" # Set entity parm2
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SET_PARM3,//## %s="" # Set entity parm3
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SET_PARM4,//## %s="" # Set entity parm4
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SET_PARM5,//## %s="" # Set entity parm5
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SET_PARM6,//## %s="" # Set entity parm6
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SET_PARM7,//## %s="" # Set entity parm7
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SET_PARM8,//## %s="" # Set entity parm8
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SET_PARM9,//## %s="" # Set entity parm9
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SET_PARM10,//## %s="" # Set entity parm10
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SET_PARM11,//## %s="" # Set entity parm11
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SET_PARM12,//## %s="" # Set entity parm12
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SET_PARM13,//## %s="" # Set entity parm13
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SET_PARM14,//## %s="" # Set entity parm14
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SET_PARM15,//## %s="" # Set entity parm15
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SET_PARM16,//## %s="" # Set entity parm16
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// NOTE!!! If you add any other SET_xxxxxxSCRIPT types, make sure you update the 'case' statements in
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// ICARUS_InterrogateScript() (game/g_ICARUS.cpp), or the script-precacher won't find them.
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//# #sep Scripts and other file paths
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SET_SPAWNSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when spawned //0 - do not change these, these are equal to BSET_SPAWN, etc
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SET_USESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used
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SET_AWAKESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled
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SET_ANGERSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time
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SET_ATTACKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot
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SET_VICTORYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone
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SET_LOSTENEMYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy
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SET_PAINSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit
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SET_FLEESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health
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SET_DEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed
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SET_DELAYEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay
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SET_BLOCKEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate
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SET_FFIRESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly
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SET_FFDEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
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SET_MINDTRICKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
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SET_VIDEO_PLAY,//## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a video (inGame)
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SET_CINEMATIC_SKIPSCRIPT, //## %s="filename" !!"W:\game\base\scripts\!!#*.txt" # Script to run when skipping the running cinematic
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//# #sep Standard strings
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SET_ENEMY,//## %s="NULL" # Set enemy by targetname
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SET_LEADER,//## %s="NULL" # Set for BS_FOLLOW_LEADER
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SET_NAVGOAL,//## %s="NULL" # *Move to this navgoal then continue script
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SET_CAPTURE,//## %s="NULL" # Set captureGoal by targetname
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SET_VIEWTARGET,//## %s="NULL" # Set angles toward ent by targetname
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SET_WATCHTARGET,//## %s="NULL" # Set angles toward ent by targetname, will *continue* to face them... only in BS_CINEMATIC
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SET_TARGETNAME,//## %s="NULL" # Set/change your targetname
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SET_PAINTARGET,//## %s="NULL" # Set/change what to use when hit
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SET_CAMERA_GROUP,//## %s="NULL" # all ents with this cameraGroup will be focused on
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SET_CAMERA_GROUP_TAG,//## %s="NULL" # What tag on all clients to try to track
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SET_LOOK_TARGET,//## %s="NULL" # object for NPC to look at
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SET_ADDRHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC right hand bolt
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SET_REMOVERHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC right hand bolt
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SET_ADDLHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC left hand bolt
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SET_REMOVELHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC left hand bolt
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SET_CAPTIONTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
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SET_CENTERTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
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SET_SCROLLTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
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SET_COPY_ORIGIN,//## %s="targetname" # Copy the origin of the ent with targetname to your origin
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SET_DEFEND_TARGET,//## %s="targetname" # This NPC will attack the target NPC's enemies
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SET_TARGET,//## %s="NULL" # Set/change your target
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SET_TARGET2,//## %s="NULL" # Set/change your target2, on NPC's, this fires when they're knocked out by the red hypo
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SET_LOCATION,//## %s="INVALID" # What trigger_location you're in - Can only be gotten, not set!
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SET_REMOVE_TARGET,//## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState
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SET_LOADGAME,//## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck
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SET_LOCKYAW,//## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current)
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SET_FULLNAME,//## %s="NULL" # This name will appear when ent is scanned by tricorder
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SET_VIEWENTITY,//## %s="NULL" # Make the player look through this ent's eyes - also shunts player movement control to this ent
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SET_LOOPSOUND,//## %s="FILENAME" !!"W:\game\base\!!#sound\*.*" # Looping sound to play on entity
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SET_ICARUS_FREEZE,//## %s="NULL" # Specify name of entity to freeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!!
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SET_ICARUS_UNFREEZE,//## %s="NULL" # Specify name of entity to unfreeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!!
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SET_SCROLLTEXT, //## %s="" # key of text string to print
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SET_LCARSTEXT, //## %s="" # key of text string to print in LCARS frame
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//# #sep vectors
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SET_ORIGIN,//## %v="0.0 0.0 0.0" # Set origin explicitly or with TAG
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SET_ANGLES,//## %v="0.0 0.0 0.0" # Set angles explicitly or with TAG
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SET_TELEPORT_DEST,//## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear
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//# #sep floats
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SET_XVELOCITY,//## %f="0.0" # Velocity along X axis
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SET_YVELOCITY,//## %f="0.0" # Velocity along Y axis
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SET_ZVELOCITY,//## %f="0.0" # Velocity along Z axis
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SET_Z_OFFSET,//## %f="0.0" # Vertical offset from original origin... offset/ent's speed * 1000ms is duration
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SET_DPITCH,//## %f="0.0" # Pitch for NPC to turn to
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SET_DYAW,//## %f="0.0" # Yaw for NPC to turn to
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SET_TIMESCALE,//## %f="0.0" # Speed-up slow down game (0 - 1.0)
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SET_CAMERA_GROUP_Z_OFS,//## %s="NULL" # when following an ent with the camera, apply this z ofs
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SET_VISRANGE,//## %f="0.0" # How far away NPC can see
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SET_EARSHOT,//## %f="0.0" # How far an NPC can hear
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SET_VIGILANCE,//## %f="0.0" # How often to look for enemies (0 - 1.0)
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SET_GRAVITY,//## %f="0.0" # Change this ent's gravity - 800 default
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SET_FACEAUX, //## %f="0.0" # Set face to Aux expression for number of seconds
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SET_FACEBLINK, //## %f="0.0" # Set face to Blink expression for number of seconds
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SET_FACEBLINKFROWN, //## %f="0.0" # Set face to Blinkfrown expression for number of seconds
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SET_FACEFROWN, //## %f="0.0" # Set face to Frown expression for number of seconds
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SET_FACENORMAL, //## %f="0.0" # Set face to Normal expression for number of seconds
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SET_FACEEYESCLOSED, //## %f="0.0" # Set face to Eyes closed
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SET_FACEEYESOPENED, //## %f="0.0" # Set face to Eyes open
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SET_WAIT, //## %f="0.0" # Change an entity's wait field
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SET_FOLLOWDIST, //## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER
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SET_SCALE, //## %f="0.0" # Scale the entity model
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//# #sep ints
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SET_ANIM_HOLDTIME_LOWER,//## %d="0" # Hold lower anim for number of milliseconds
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SET_ANIM_HOLDTIME_UPPER,//## %d="0" # Hold upper anim for number of milliseconds
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SET_ANIM_HOLDTIME_BOTH,//## %d="0" # Hold lower and upper anims for number of milliseconds
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SET_HEALTH,//## %d="0" # Change health
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SET_ARMOR,//## %d="0" # Change armor
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SET_WALKSPEED,//## %d="0" # Change walkSpeed
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SET_RUNSPEED,//## %d="0" # Change runSpeed
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SET_YAWSPEED,//## %d="0" # Change yawSpeed
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SET_AGGRESSION,//## %d="0" # Change aggression 1-5
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SET_AIM,//## %d="0" # Change aim 1-5
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SET_FRICTION,//## %d="0" # Change ent's friction - 6 default
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SET_SHOOTDIST,//## %d="0" # How far the ent can shoot - 0 uses weapon
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SET_HFOV,//## %d="0" # Horizontal field of view
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SET_VFOV,//## %d="0" # Vertical field of view
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SET_DELAYSCRIPTTIME,//## %d="0" # How many milliseconds to wait before running delayscript
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SET_FORWARDMOVE,//## %d="0" # NPC move forward -127(back) to 127
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SET_RIGHTMOVE,//## %d="0" # NPC move right -127(left) to 127
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SET_STARTFRAME, //## %d="0" # frame to start animation sequence on
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SET_ENDFRAME, //## %d="0" # frame to end animation sequence on
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SET_ANIMFRAME, //## %d="0" # frame to set animation sequence to
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SET_COUNT, //## %d="0" # Change an entity's count field
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SET_SHOT_SPACING,//## %d="1000" # Time between shots for an NPC - reset to defaults when changes weapon
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SET_MISSIONSTATUSTIME,//## %d="0" # Amount of time until Mission Status should be shown after death
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SET_WIDTH,//## %d="0.0" # Width of NPC bounding box.
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//# #sep booleans
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SET_IGNOREPAIN,//## %t="BOOL_TYPES" # Do not react to pain
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SET_IGNOREENEMIES,//## %t="BOOL_TYPES" # Do not acquire enemies
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SET_IGNOREALERTS,//## %t="BOOL_TYPES" # Do not get enemy set by allies in area(ambush)
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SET_DONTSHOOT,//## %t="BOOL_TYPES" # Others won't shoot you
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SET_NOTARGET,//## %t="BOOL_TYPES" # Others won't pick you as enemy
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SET_DONTFIRE,//## %t="BOOL_TYPES" # Don't fire your weapon
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SET_LOCKED_ENEMY,//## %t="BOOL_TYPES" # Keep current enemy until dead
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SET_CROUCHED,//## %t="BOOL_TYPES" # Force NPC to crouch
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SET_WALKING,//## %t="BOOL_TYPES" # Force NPC to move at walkSpeed
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SET_RUNNING,//## %t="BOOL_TYPES" # Force NPC to move at runSpeed
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SET_CHASE_ENEMIES,//## %t="BOOL_TYPES" # NPC will chase after enemies
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SET_LOOK_FOR_ENEMIES,//## %t="BOOL_TYPES" # NPC will be on the lookout for enemies
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SET_FACE_MOVE_DIR,//## %t="BOOL_TYPES" # NPC will face in the direction it's moving
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SET_DONT_FLEE,//## %t="BOOL_TYPES" # NPC will not run from danger
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SET_FORCED_MARCH,//## %t="BOOL_TYPES" # NPC will not move unless you aim at him
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SET_UNDYING,//## %t="BOOL_TYPES" # Can take damage down to 1 but not die
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SET_NOAVOID,//## %t="BOOL_TYPES" # Will not avoid other NPCs or architecture
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SET_SOLID,//## %t="BOOL_TYPES" # Make yourself notsolid or solid
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SET_PLAYER_USABLE,//## %t="BOOL_TYPES" # Can be activateby the player's "use" button
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SET_LOOP_ANIM,//## %t="BOOL_TYPES" # For non-NPCs, loop your animation sequence
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SET_INTERFACE,//## %t="BOOL_TYPES" # Player interface on/off
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SET_SHIELDS,//## %t="BOOL_TYPES" # NPC has no shields (Borg do not adapt)
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SET_INVISIBLE,//## %t="BOOL_TYPES" # Makes an NPC not solid and not visible
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SET_VAMPIRE,//## %t="BOOL_TYPES" # Draws only in mirrors/portals
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SET_FORCE_INVINCIBLE,//## %t="BOOL_TYPES" # Force Invincibility effect, also godmode
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SET_GREET_ALLIES,//## %t="BOOL_TYPES" # Makes an NPC greet teammates
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SET_VIDEO_FADE_IN,//## %t="BOOL_TYPES" # Makes video playback fade in
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SET_VIDEO_FADE_OUT,//## %t="BOOL_TYPES" # Makes video playback fade out
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SET_PLAYER_LOCKED,//## %t="BOOL_TYPES" # Makes it so player cannot move
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SET_LOCK_PLAYER_WEAPONS,//## %t="BOOL_TYPES" # Makes it so player cannot switch weapons
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SET_NO_IMPACT_DAMAGE,//## %t="BOOL_TYPES" # Stops this ent from taking impact damage
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SET_NO_KNOCKBACK,//## %t="BOOL_TYPES" # Stops this ent from taking knockback from weapons
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SET_ALT_FIRE,//## %t="BOOL_TYPES" # Force NPC to use altfire when shooting
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SET_NO_RESPONSE,//## %t="BOOL_TYPES" # NPCs will do generic responses when this is on (usescripts override generic responses as well)
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SET_INVINCIBLE,//## %t="BOOL_TYPES" # Completely unkillable
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SET_MISSIONSTATUSACTIVE, //# Turns on Mission Status Screen
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SET_NO_COMBAT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on
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SET_NO_ALERT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on
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SET_TREASONED,//## %t="BOOL_TYPES" # Player has turned on his own- scripts will stop, NPCs will turn on him and level changes load the brig
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SET_DISABLE_SHADER_ANIM,//## %t="BOOL_TYPES" # Allows turning off an animating shader in a script
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SET_SHADER_ANIM,//## %t="BOOL_TYPES" # Sets a shader with an image map to be under frame control
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SET_SABERACTIVE,//## %t="BOOL_TYPES" # Turns saber on/off
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SET_ADJUST_AREA_PORTALS,//## %t="BOOL_TYPES" # Only set this on things you move with script commands that you *want* to open/close area portals. Default is off.
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SET_DMG_BY_HEAVY_WEAP_ONLY,//## %t="BOOL_TYPES" # When true, only a heavy weapon class missile/laser can damage this ent.
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SET_SHIELDED,//## %t="BOOL_TYPES" # When true, ion_cannon is shielded from any kind of damage.
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SET_NO_GROUPS,//## %t="BOOL_TYPES" # This NPC cannot alert groups or be part of a group
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SET_FIRE_WEAPON,//## %t="BOOL_TYPES" # Makes NPC will hold down the fire button, until this is set to false
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SET_NO_MINDTRICK,//## %t="BOOL_TYPES" # Makes NPC immune to jedi mind-trick
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SET_INACTIVE,//## %t="BOOL_TYPES" # in lieu of using a target_activate or target_deactivate
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SET_FUNC_USABLE_VISIBLE,//## %t="BOOL_TYPES" # provides an alternate way of changing func_usable to be visible or not, DOES NOT AFFECT SOLID
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SET_SECRET_AREA_FOUND,//## %t="BOOL_TYPES" # Increment secret areas found counter
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SET_MISSION_STATUS_SCREEN,//## %t="BOOL_TYPES" # Display Mission Status screen before advancing to next level
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SET_END_SCREENDISSOLVE,//## %t="BOOL_TYPES" # End of game dissolve into star background and credits
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SET_USE_CP_NEAREST,//## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player
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SET_MORELIGHT,//## %t="BOOL_TYPES" # NPC will have a minlight of 96
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SET_NO_FORCE,//## %t="BOOL_TYPES" # NPC will not be affected by force powers
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SET_NO_FALLTODEATH,//## %t="BOOL_TYPES" # NPC will not scream and tumble and fall to hit death over large drops
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SET_DISMEMBERABLE,//## %t="BOOL_TYPES" # NPC will not be dismemberable if you set this to false (default is true)
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SET_NO_ACROBATICS,//## %t="BOOL_TYPES" # Jedi won't jump, roll or cartwheel
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SET_USE_SUBTITLES,//## %t="BOOL_TYPES" # When true NPC will always display subtitle regardless of subtitle setting
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SET_CLEAN_DAMAGING_ENTS,//## %t="BOOL_TYPES" # Removes entities that could muck up cinematics, explosives, turrets, seekers.
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SET_HUD,//## %t="BOOL_TYPES" # Turns on/off HUD
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//# #sep calls
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SET_SKILL,//## %r%d="0" # Cannot set this, only get it - valid values are 0 through 3
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//# #sep Special tables
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SET_ANIM_UPPER,//## %t="ANIM_NAMES" # Torso and head anim
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SET_ANIM_LOWER,//## %t="ANIM_NAMES" # Legs anim
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SET_ANIM_BOTH,//## %t="ANIM_NAMES" # Set same anim on torso and legs
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SET_PLAYER_TEAM,//## %t="TEAM_NAMES" # Your team
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SET_ENEMY_TEAM,//## %t="TEAM_NAMES" # Team in which to look for enemies
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SET_BEHAVIOR_STATE,//## %t="BSTATE_STRINGS" # Change current bState
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SET_DEFAULT_BSTATE,//## %t="BSTATE_STRINGS" # Change fallback bState
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SET_TEMP_BSTATE,//## %t="BSTATE_STRINGS" # Set/Chang a temp bState
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SET_EVENT,//## %t="EVENT_NAMES" # Events you can initiate
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SET_WEAPON,//## %t="WEAPON_NAMES" # Change/Stow/Drop weapon
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SET_ITEM,//## %t="ITEM_NAMES" # Give items
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SET_MUSIC_STATE,//## %t="MUSIC_STATES" # Set the state of the dynamic music
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SET_FORCE_HEAL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
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SET_FORCE_JUMP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
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SET_FORCE_SPEED_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
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SET_FORCE_PUSH_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
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SET_FORCE_PULL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
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SET_FORCE_MINDTRICK_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
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SET_FORCE_GRIP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
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SET_FORCE_LIGHTNING_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
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SET_SABER_THROW,//## %t="FORCE_LEVELS" # Change force power level
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SET_SABER_DEFENSE,//## %t="FORCE_LEVELS" # Change force power level
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SET_SABER_OFFENSE,//## %t="FORCE_LEVELS" # Change force power level
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SET_OBJECTIVE_SHOW, //## %t="OBJECTIVES" # Show objective on mission screen
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SET_OBJECTIVE_HIDE, //## %t="OBJECTIVES" # Hide objective from mission screen
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SET_OBJECTIVE_SUCCEEDED,//## %t="OBJECTIVES" # Mark objective as completed
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SET_OBJECTIVE_FAILED, //## %t="OBJECTIVES" # Mark objective as failed
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SET_MISSIONFAILED, //## %t="MISSIONFAILED" # Mission failed screen activates
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SET_TACTICAL_SHOW, //## %t="TACTICAL" # Show tactical info on mission objectives screen
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SET_TACTICAL_HIDE, //## %t="TACTICAL" # Hide tactical info on mission objectives screen
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SET_OBJECTIVE_CLEARALL, //## # Force all objectives to be hidden
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/*
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SET_OBJECTIVEFOSTER,
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*/
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SET_MISSIONSTATUSTEXT, //## %t="STATUSTEXT" # Text to appear in mission status screen
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SET_MENU_SCREEN,//## %t="MENUSCREENS" # Brings up specified menu screen
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SET_CLOSINGCREDITS, //## # Show closing credits
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//in-bhc tables
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SET_LEAN,//## %t="LEAN_TYPES" # Lean left, right or stop leaning
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//# #eol
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SET_
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} setType_t;
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#ifdef __cplusplus
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// this enum isn't used directly by the game, it's mainly for BehavEd to scan for...
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//
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typedef enum //# playType_e
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{
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//# #sep Types of file to play
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PLAY_ROFF = 0,//## %s="filename" !!"W:\game\base\scripts\!!#*.rof" # Play a ROFF file
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//# #eol
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|
PLAY_NUMBEROF
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|
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} playType_t;
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const int Q3_TIME_SCALE = 1; //MILLISECONDS
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extern char cinematicSkipScript[1024];
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//General
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extern void Q3_TaskIDClear( int *taskID );
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extern qboolean Q3_TaskIDPending( sharedEntity_t *ent, taskID_t taskType );
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extern void Q3_TaskIDComplete( sharedEntity_t *ent, taskID_t taskType );
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extern void Q3_DPrintf( const char *, ... );
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extern void Q3_CameraRoll( float angle, float duration );
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extern void Q3_CameraFollow( const char *name, float speed, float initLerp );
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extern void Q3_CameraTrack( const char *name, float speed, float initLerp );
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extern void Q3_CameraDistance( float distance, float initLerp );
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|
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//Not referenced directly as script function - all are called through Q3_Set
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extern void Q3_SetAnimBoth( int entID, const char *anim_name );
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extern void Q3_SetVelocity( int entID, vec3_t angles );
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extern void Q3_DeclareVariable ( int type, const char *name );
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extern void Q3_FreeVariable( const char *name );
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extern void Q3_DebugPrint( int level, const char *format, ... );
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#endif //__cplusplus
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