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vgm_game.h
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vgm_game.h
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#pragma once
#include "vgm_engine.h"
#include "vgm_actions.h"
#include "vgm_bighead.h"
#include "vgm_commander.h"
#include "vgm_keys.h"
#include "vgm_medals.h"
#include "vgm_obj.h"
#include "vgm_player.h"
#include "vgm_presets.h"
#include "vgm_scripts.h"
#include "vgm_string.h"
#include "vgm_weapon.h"
#include "engine.h"
#include "scripts.h"
#include "renegade.h"
#include "vgm_asm.h"
extern bool Offensive;
extern bool EMPon;
extern bool GGstarted;
void InitiateOffensive();
void __stdcall ChatMsgHook(Stewie_WideStringClass *string, int vtype, bool popup, int sender, int receiver);
void ChatMsgProcessing(std::string string, int vtype, bool popup, int sender, int receiver);
bool Execute_AOWCommand(int ID, vTokenParser *Str, int type);
bool Execute_SniperCommand(int ID, vTokenParser *Str, int type);
bool Execute_OtherCommand(int ID, vTokenParser *Str, int type);
std::string Execute_Autocomplete(const char *str);
bool Execute_SniperCommand(int ID, vTokenParser *Str, int type);
bool Hide_Command(int ID, vTokenParser *Str, int type);
bool __stdcall RadioHook(Stewie_CSAnnouncement *Event);
int Check_Purchase_Event(Stewie_SoldierGameObj *obj, int vtype, int pressed, int alt);
int __cdecl OnPurchaseHook(Stewie_SoldierGameObj *obj, int vtype, int pressed, int alt, bool unk);
int __cdecl OnPurchaseCharacterHook(Stewie_BaseControllerClass *base, Stewie_SoldierGameObj *obj, int Price, int definition, bool Unk);
bool __stdcall VehicleTransitionHook(GameObject *s, Stewie_TransitionInstanceClass *Transition);
void __stdcall ExitDeadVehicleHook(GameObject *s);
void __stdcall HarvesterDockedHook(Stewie_RefineryGameObj *Owner, Stewie_HarvesterClass *Harvester);
void __stdcall C4InitHook(Stewie_C4GameObj *obj);
void __cdecl C4LimitHook(int team);
bool __stdcall C4ShouldExplodeHook(Stewie_DamageableGameObj *enemy);
bool __stdcall C4DefuseHook(GameObject *obj, Stewie_OffenseObjectClass &offense);
bool __stdcall C4DetonationHook(GameObject *obj);
void __stdcall C4PlantedHook(GameObject *obj);
bool __stdcall EnemySeenHook(Stewie_DamageableGameObj *enemy);
void __stdcall BeaconStateHook(GameObject *obj, int State);
bool __stdcall BeaconRequestedHook(Stewie_BeaconGameObj *obj, Stewie_Vector3& pos);
void __stdcall BeaconDisarmedHook(GameObject *obj, Stewie_OffenseObjectClass *Disarmer);
bool __stdcall BeaconOwnerInterruptedHook(Stewie_BeaconGameObj *beacon);
bool __stdcall PedestalTimerHook(Stewie_BeaconGameObj *beacon);
bool __stdcall PedestalHook(GameObject *beacon);
void Create_2D_WAV_Sound(const char *sound);
class vPlayerObjectHandler : public ScriptImpClass {
void Created(GameObject *obj);
void Damaged(GameObject *obj, GameObject *damager, float damage);
void Killed(GameObject *obj, GameObject *shooter);
void Destroyed(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
Vector3 SpawnPos;
Vector3 DeathPlace;
bool WasKilled;
};
class vVehicleObjectHandler : public Stewie_ScriptImpClass {
void Created(Stewie_ScriptableGameObj *obj);
void Damaged(Stewie_ScriptableGameObj *obj, Stewie_ScriptableGameObj *damager, float damage);
void Killed(Stewie_ScriptableGameObj *obj, Stewie_ScriptableGameObj *shooter);
void Destroyed(Stewie_ScriptableGameObj *obj);
void Custom(Stewie_ScriptableGameObj *obj, int message, int param, Stewie_ScriptableGameObj *sender);
unsigned int DamageExpire;
float DeathFacing;
Stewie_Vector3 DeathPlace;
bool WasKilled;
int IconID;
int IconID2;
bool HarvesterShell;
};
class vTowerObjectHandler : public ScriptImpClass {
void Created(GameObject *obj);
void Damaged(GameObject *obj, GameObject *damager, float damage);
void Killed(GameObject *obj, GameObject *shooter);
void Destroyed(GameObject *obj);
float DeathFacing;
Vector3 DeathPlace;
bool WasKilled;
};
class vVehicleShellHandler : public ScriptImpClass {
void Created(GameObject *obj);
void Damaged(GameObject *obj, GameObject *damager, float damage);
};
class vHarvesterShellHandler : public ScriptImpClass {
void Created(GameObject *obj);
void Damaged(GameObject *obj, GameObject *damager, float damage);
int Team;
};
class vBuildingObjectHandler : public ScriptImpClass {
void Created(GameObject *obj);
void Damaged(GameObject *obj, GameObject *damager, float damage);
void Killed(GameObject *obj, GameObject *shooter);
void Timer_Expired(GameObject *obj, int number);
unsigned int DamageExpire;
unsigned int DamageExpire2;
float LastDamage;
};
class vSAMSite : public ScriptImpClass {
int EnemyID;
float deathdamage;
float CurrHealth;
void Created(GameObject *obj);
void Damaged(GameObject *obj, GameObject *damager, float damage);
void Destroyed(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
void Enemy_Seen(GameObject *obj, GameObject *enemy);
bool IsValidEnemy(GameObject *obj, GameObject *enemy);
};
class SelfRepair : public ScriptImpClass {
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
};
class VetSelfRepair : public ScriptImpClass {
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
};
class ExpirePowerup : public ScriptImpClass {
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
};
class Parachute : public ScriptImpClass {
GameObject *floater;
GameObject *chute;
bool Attached;
Vector3 StartPos;
int Owner;
float LastZPos;
void Created(GameObject *obj);
void Custom(GameObject *obj, int message, int param, GameObject *sender);
void Killed(GameObject *obj, GameObject *shooter);
void Destroyed(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
};
class OffensiveScript : public ScriptImpClass {
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
};
class TeamCommander : public ScriptImpClass {
void Custom(GameObject *obj, int message, int param, GameObject *sender);
};
class C4PokeScript : public ScriptImpClass {
void Poked(GameObject *obj, GameObject *poker);
};
class Ion_Storm : public ScriptImpClass {
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj, int number);
};
class IAmGod : public Stewie_ScriptImpClass {
};
class Invisible : public Stewie_ScriptImpClass {
};