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- /*
- ** Command & Conquer Generals(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/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: ScriptActions.h ///////////////////////////////////////////////////////////////////////////
- // Executes script actions for the scripting engine.
- // Author: John Ahlquist, Nov 2001
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __SCRIPTACTIONS_H_
- #define __SCRIPTACTIONS_H_
- class ScriptAction;
- class GameWindow;
- class Team;
- class View;
- enum AudioAffect;
- //-----------------------------------------------------------------------------
- // ScriptActionsInterface
- //-----------------------------------------------------------------------------
- /** Pure virtual class for Script Actions interface format */
- //-----------------------------------------------------------------------------
- class ScriptActionsInterface : public SubsystemInterface
- {
- public:
- virtual ~ScriptActionsInterface() { };
- virtual void init( void ) = 0; ///< Init
- virtual void reset( void ) = 0; ///< Reset
- virtual void update( void ) = 0; ///< Update
- virtual void executeAction( ScriptAction *pAction ) = 0; ///< execute a script action.
- virtual void closeWindows( Bool suppressNewWindows ) = 0;
- // Called by the script engine in postProcessLoad()
- virtual void doEnableOrDisableObjectDifficultyBonuses(Bool enableBonuses) = 0;
- }; // end class ScriptActionsInterface
- extern ScriptActionsInterface *TheScriptActions; ///< singleton definition
- //-----------------------------------------------------------------------------
- // ScriptActions
- //-----------------------------------------------------------------------------
- /** Implementation for the Script Engine singleton */
- //-----------------------------------------------------------------------------
- class ScriptActions : public ScriptActionsInterface
- {
- public:
- ScriptActions();
- ~ScriptActions();
- public:
- virtual void init( void ); ///< Init
- virtual void reset( void ); ///< Reset
- virtual void update( void ); ///< Update
- void executeAction( ScriptAction *pAction );
- void closeWindows( Bool suppressNewWindows );
- void doEnableOrDisableObjectDifficultyBonuses(Bool enableBonuses);
- protected:
- static GameWindow *m_messageWindow;
- static void clearWindow(void) {m_messageWindow=NULL;};
- Bool m_suppressNewWindows;
- AsciiString m_unnamedUnit;
- protected: // helper functions
- void changeObjectPanelFlagForSingleObject(Object *obj, const AsciiString& flagToChange, Bool newVal );
- protected:
- void doChooseVictimAlwaysUsesNormal(Bool enable);
- void doDebugMessage(const AsciiString& msg, Bool pause);
- void doPlaySoundEffect(const AsciiString& sound);
- void doMoveCameraTo(const AsciiString& waypoint, Real sec, Real cameraStutterSec);
- void doSetupCamera(const AsciiString& waypoint, Real zoom, Real pitch, const AsciiString& lookAtWaypoint);
- void doRotateCamera(Real rotations, Real sec);
- void doRotateCameraTowardObject(const AsciiString& unitName, Real sec, Real holdSec);
- void doRotateCameraTowardWaypoint(const AsciiString& unitName, Real sec);
- void doPitchCamera(Real pitch, Real sec);
- void doZoomCamera(Real zoom, Real sec);
- void doResetCamera(const AsciiString& waypoint, Real sec);
- void doCameraFollowNamed(const AsciiString& unit, Bool snapToUnit);
- void doStopCameraFollowUnit(void);
- void doCameraTetherNamed(const AsciiString& unit, Bool snapToUnit, Real play);
- void doCameraStopTetherNamed(void);
- void doCameraSetDefault(Real pitch, Real angle, Real maxHeight);
- void doOversizeTheTerrain(Int amount);
- void doMoveCameraAlongWaypointPath(const AsciiString& waypoint, Real sec, Real cameraStutterSec);
- void doPlaySoundEffectAt(const AsciiString& sound, const AsciiString& waypoint);
- void doVictory(void);
- void doQuickVictory(void);
- void doSetInfantryLightingOverride(Real setting);
- void doDamageTeamMembers(const AsciiString& team, Real amount);
- void doModCameraMoveToSelection(void);
- void doDefeat(void);
- void doLocalDefeat(void);
- void doMoveToWaypoint(const AsciiString& team, const AsciiString& waypoint);
- void doNamedMoveToWaypoint(const AsciiString& unit, const AsciiString& waypoint);
- void doSetTeamState(const AsciiString& team, const AsciiString& state);
- void doCreateReinforcements(const AsciiString& team, const AsciiString& waypoint);
- void doModCameraLookToward(const AsciiString& waypoint);
- void doModCameraFinalLookToward(const AsciiString& waypoint);
- void doCreateObject(const AsciiString& objectName, const AsciiString& thingName, const AsciiString& team, Coord3D *pos, Real angle);
- void doAttack(const AsciiString& attackerName, const AsciiString& victimName);
- void doNamedAttack(const AsciiString& attackerName, const AsciiString& victimName);
- void doBuildBuilding(const AsciiString& buildingType);
- void doBuildSupplyCenter(const AsciiString& playerName, const AsciiString& buildingType, Int cash);
- void doBuildUpgrade(const AsciiString& playerName, const AsciiString& upgrade);
- void doBuildBaseDefense(Bool flank);
- void doBuildBaseStructure(const AsciiString& buildingType, Bool flank);
- void createUnitOnTeamAt(const AsciiString& unitName, const AsciiString& objType, const AsciiString& teamName, const AsciiString& waypoint);
- void doNamedAttackArea(const AsciiString& unitName, const AsciiString& areaName);
- void doNamedAttackTeam(const AsciiString& unitName, const AsciiString& teamName);
- void doTeamAttackArea(const AsciiString& teamName, const AsciiString& areaName);
- void doTeamAttackNamed(const AsciiString& teamName, const AsciiString& unitName);
- void doNamedEnterNamed(const AsciiString& unitSrcName, const AsciiString& unitDestName);
- void doTeamEnterNamed(const AsciiString& teamName, const AsciiString& unitDestName);
- void doNamedExitAll(const AsciiString& unitName);
- void doTeamExitAll(const AsciiString& teamName);
- void doNamedFollowWaypoints(const AsciiString& unitName, const AsciiString& waypointName);
- void doTeamFollowWaypoints(const AsciiString& teamName, const AsciiString& waypointName, Bool asTeam);
- void doTeamFollowWaypointsExact(const AsciiString& teamName, const AsciiString& waypointName, Bool asTeam);
- void doNamedFollowWaypointsExact(const AsciiString& unitName, const AsciiString& waypointName);
- void doTeamFollowSkirmishApproachPath(const AsciiString& teamName, const AsciiString& waypointName, Bool asTeam);
- void doTeamMoveToSkirmishApproachPath(const AsciiString& teamName, const AsciiString& waypointName);
- void doNamedHunt(const AsciiString& unitName);
- void doTeamHunt(const AsciiString& teamName);
- void doTeamHuntWithCommandButton(const AsciiString& teamName, const AsciiString& commandButton);
- void doPlayerHunt(const AsciiString& playerName);
- void doNamedDelete(const AsciiString& unitName);
-
- void doTeamGarrisonSpecificBuilding(const AsciiString& teamName, const AsciiString& buildingName);
- void doTeamGarrisonNearestBuilding(const AsciiString& teamName);
- void doTeamExitAllBuildings(const AsciiString& teamName);
- void doExitSpecificBuilding(const AsciiString& buildingName);
-
- void doUnitGarrisonSpecificBuilding(const AsciiString& unitName, const AsciiString& buildingName);
- void doUnitGarrisonNearestBuilding(const AsciiString& unitName);
- void doUnitExitBuilding(const AsciiString& unitName);
- void doPlayerGarrisonAllBuildings(const AsciiString& playerName);
- void doPlayerExitAllBuildings(const AsciiString& playerName);
- void doLetterBoxMode(Bool startLetterbox); // if true, start it. If false, end it.
- void doBlackWhiteMode(Bool startBWMode, Int frames); // if true, start it. If false, end it.
- void doSkyBox(Bool showSkyBox); // if true, start it. If false, end it.
-
- void doFreezeTime( void );
- void doUnfreezeTime( void );
-
- void doMilitaryCaption(const AsciiString& briefing, Int duration);
- void doCameraSetAudibleDistance(Real audibleDistance);
- void doNamedSetHeld(const AsciiString& unit, Bool held);
- void doNamedSetStoppingDistance(const AsciiString& unit, Real stoppingDistance);
- void doSetStoppingDistance(const AsciiString& team, Real stoppingDistance);
-
- void doDisableSpecialPowerDisplay( void );
- void doEnableSpecialPowerDisplay( void );
- void doNamedHideSpecialPowerDisplay( const AsciiString& unit );
- void doNamedShowSpecialPowerDisplay( const AsciiString& unit );
- void doNamedStopSpecialPowerCountdown( const AsciiString& unit, const AsciiString& specialPower, Bool stop );
- void doNamedSetSpecialPowerCountdown( const AsciiString& unit, const AsciiString& specialPower, Int frames );
- void doNamedAddSpecialPowerCountdown( const AsciiString& unit, const AsciiString& specialPower, Int frames );
- void doNamedFireSpecialPowerAtWaypoint( const AsciiString& unit, const AsciiString& specialPower, const AsciiString& waypoint );
- void doNamedFireSpecialPowerAtNamed( const AsciiString& unit, const AsciiString& specialPower, const AsciiString& target );
- void doSkirmishFireSpecialPowerAtMostCost( const AsciiString& player, const AsciiString& specialPower );
- void doNamedFireWeaponFollowingWaypointPath( const AsciiString& unit, const AsciiString& waypointPath );
- void doNamedUseCommandButtonAbility( const AsciiString& unit, const AsciiString& ability );
- void doNamedUseCommandButtonAbilityOnNamed( const AsciiString& unit, const AsciiString& ability, const AsciiString& target );
- void doNamedUseCommandButtonAbilityAtWaypoint( const AsciiString& unit, const AsciiString& ability, const AsciiString& waypoint );
- void doTeamUseCommandButtonAbility( const AsciiString& team, const AsciiString& ability );
- void doTeamUseCommandButtonAbilityOnNamed( const AsciiString& team, const AsciiString& ability, const AsciiString& target );
- void doTeamUseCommandButtonAbilityAtWaypoint( const AsciiString& team, const AsciiString& ability, const AsciiString& waypoint );
- void doDisplayCountdownTimer(const AsciiString& timerName, const AsciiString& timerText);
- void doHideCountdownTimer(const AsciiString& timerName);
- void doDisableCountdownTimerDisplay(void);
- void doEnableCountdownTimerDisplay(void);
- void doDisplayCounter(const AsciiString& counterName, const AsciiString& counterText);
- void doHideCounter(const AsciiString& counterName);
- void doAudioSetVolume(AudioAffect whichToAffect, Real newVolumeLevel);
-
- void doTransferTeamToPlayer(const AsciiString& teamName, const AsciiString& playerName);
-
- void doSetMoney(const AsciiString& playerName, Int money); // Set a player's cash reserves to a specific value.
- void doGiveMoney(const AsciiString& playerName, Int money); // Add/subtract cash from a player's reserves.
- void updateNamedAttackPrioritySet(const AsciiString& unitName, const AsciiString& attackPrioritySet);
- void updateTeamAttackPrioritySet(const AsciiString& teamName, const AsciiString& attackPrioritySet);
- void updateBaseConstructionSpeed(const AsciiString& playerName, Int speed);
- void updateNamedSetAttitude(const AsciiString& unitName, Int attitude);
- void updateTeamSetAttitude(const AsciiString& teamName, Int attitude);
- void doNamedSetRepulsor(const AsciiString& unitName, Bool repulsor);
- void doTeamSetRepulsor(const AsciiString& teamName, Bool repulsor);
- void doLoadAllTransports(const AsciiString& teamName);
- void doNamedGuard(const AsciiString& unitName);
- void doTeamGuard(const AsciiString& teamName);
- void doTeamGuardPosition(const AsciiString& teamName, const AsciiString& waypointName);
- void doTeamGuardObject(const AsciiString& teamName, const AsciiString& unitName);
- void doTeamGuardArea(const AsciiString& teamName, const AsciiString& areaName);
- void doPlayerSellEverything(const AsciiString& playerName);
- void doPlayerDisableBaseConstruction(const AsciiString& playerName);
- void doPlayerDisableFactories(const AsciiString& playerName, const AsciiString& objectName);
- void doPlayerDisableUnitConstruction(const AsciiString& playerName);
- void doPlayerEnableBaseConstruction(const AsciiString& playerName);
- void doPlayerEnableFactories(const AsciiString& playerName, const AsciiString& objectName);
- void doPlayerRepairStructure(const AsciiString& playerName, const AsciiString& objectName);
- void doPlayerEnableUnitConstruction(const AsciiString& playerName);
- void doCameraMoveHome(void);
- void doBuildTeam(const AsciiString& teamName);
- void doRecruitTeam(const AsciiString& teamName, Real recrutiRadius);
- void doNamedDamage(const AsciiString& unitName, Int damageAmt);
- void doTeamDelete(const AsciiString& teamName, Bool ignoreDead);
- void doTeamIncreasePriority(const AsciiString& teamName);
- void doTeamDecreasePriority(const AsciiString& teamName);
- void doTeamWander(const AsciiString& teamName, const AsciiString& waypointName);
- void doTeamPanic(const AsciiString& teamName, const AsciiString& waypointName);
- void doTeamWanderInPlace(const AsciiString& teamName);
- void doNamedKill(const AsciiString& unitName);
- void doTeamKill(const AsciiString& teamName);
- void doPlayerKill(const AsciiString& playerName);
- void doDisplayText(const AsciiString& displayText);
- void doDisplayCinematicText(const AsciiString& displayText, const AsciiString& fontType, Int timeInSeconds);
- void doCameoFlash(const AsciiString& cameoFlash, Int timeInSeconds);
- void doNamedFlash(const AsciiString& unitName, Int timeInSeconds, const RGBColor *color);
- void doNamedCustomColor(const AsciiString& unitName, Color c);
- void doTeamFlash(const AsciiString& teamName, Int timeInSeconds, const RGBColor *color);
- void doMoviePlayFullScreen(const AsciiString& movieName);
- void doMoviePlayRadar(const AsciiString& movieName);
- void doSoundPlayFromNamed(const AsciiString& soundName, const AsciiString& unitName);
- void doSpeechPlay(const AsciiString& speechName, Bool allowOverlap);
- void doPlayerTransferAssetsToPlayer(const AsciiString& playerSrcName, const AsciiString& playerDstName);
- void doNamedTransferAssetsToPlayer(const AsciiString& unitName, const AsciiString& playerDstName);
- void excludePlayerFromScoreScreen(const AsciiString& playerName);
- void enableScoring(Bool score);
- void updatePlayerRelationTowardPlayer(const AsciiString& playerSrcName, Int relationType, const AsciiString& playerDestPlayer);
- void doRadarCreateEvent(Coord3D *pos, Int eventType);
- void doRadarDisable(void);
- void doRadarEnable(void);
- void doNamedEnableStealth(const AsciiString& unitName, Bool enabled);
- void doTeamEnableStealth(const AsciiString& unitName, Bool enabled);
- void doRevealMapAtWaypoint(const AsciiString& waypointName, Real radiusToReveal, const AsciiString& playerName);
- void doShroudMapAtWaypoint(const AsciiString& waypointName, Real radiusToShroud, const AsciiString& playerName);
- void doTeamAvailableForRecruitment(const AsciiString& teamName, Bool availability);
- void doCollectNearbyForTeam(const AsciiString& teamName);
- void doMergeTeamIntoTeam(const AsciiString& teamSrcName, const AsciiString& teamDestName);
- void doIdleAllPlayerUnits(const AsciiString& playerName);
- void doResumeSupplyTruckingForIdleUnits(const AsciiString& playerName);
- void doDisableInput();
- void doEnableInput();
- void doSetBorderShroud( Bool setting );
- void doAmbientSoundsPause(Bool pausing); // if true, then pause, if false then resume.
- void doMusicTrackChange(const AsciiString& newTrackName, Bool fadeout, Bool fadein);
- void doRevealMapEntire(const AsciiString& playerName);
- void doRevealMapEntirePermanently( Bool reveal, const AsciiString& playerName );
- void doShroudMapEntire(const AsciiString& playerName);
- void doCameraMotionBlur(Bool zoomIn, Bool saturate);
- void doCameraMotionBlurJump(const AsciiString& waypointName, Bool saturate);
- void doRadarRefresh( void );
- void doNamedStop(const AsciiString& unitName);
- void doTeamStop(const AsciiString& teamName, Bool shouldDisband);
- void doTeamSetOverrideRelationToTeam(const AsciiString& teamName, const AsciiString& otherTeam, Int relation);
- void doTeamRemoveOverrideRelationToTeam(const AsciiString& teamName, const AsciiString& otherTeam);
- void doTeamSetOverrideRelationToPlayer(const AsciiString& teamName, const AsciiString& otherPlayer, Int relation);
- void doTeamRemoveOverrideRelationToPlayer(const AsciiString& teamName, const AsciiString& otherPlayer);
- void doPlayerSetOverrideRelationToTeam(const AsciiString& playerName, const AsciiString& otherTeam, Int relation);
- void doPlayerRemoveOverrideRelationToTeam(const AsciiString& playerName, const AsciiString& otherTeam);
- void doTeamRemoveAllOverrideRelations(const AsciiString& teamName);
- void doUnitStartSequentialScript(const AsciiString& unitName, const AsciiString& scriptName, Int loopVal);
- void doUnitStopSequentialScript(const AsciiString& unitName);
- void doTeamStartSequentialScript(const AsciiString& teamName, const AsciiString& scriptName, Int loopVal);
- void doTeamStopSequentialScript(const AsciiString& teamName);
- void doUnitGuardForFramecount(const AsciiString& unitName, Int framecount);
- void doUnitIdleForFramecount(const AsciiString& unitName, Int framecount);
- void doTeamGuardForFramecount(const AsciiString& teamName, Int framecount);
- void doTeamIdleForFramecount(const AsciiString& teamName, Int framecount);
- void doWaterChangeHeight(const AsciiString& waterName, Real newHeight);
- void doWaterChangeHeightOverTime( const AsciiString& waterName, Real newHeight, Real time, Real damage );
- void doBorderSwitch(Int borderToUse);
- void doForceObjectSelection(const AsciiString& teamName, const AsciiString& objectType, Bool centerInView, const AsciiString& audioToPlay);
- void doDestroyAllContained(const AsciiString& unitName, Int damageType);
- void doRadarForceEnable(void);
- void doRadarRevertNormal(void);
- void doScreenShake( UnsignedInt intensity );
- void doModifyBuildableStatus( const AsciiString& objectType, Int buildableStatus );
- void doSetWarehouseValue( const AsciiString& warehouseName, Int cashValue );
- void doSetCaveIndex( const AsciiString& caveName, Int caveIndex );
- void doObjectRadarCreateEvent( const AsciiString& unitName, Int eventType );
- void doTeamRadarCreateEvent( const AsciiString& teamName, Int eventType );
- void doSoundEnableType( const AsciiString& soundEventName, Bool enable );
- void doSoundRemoveType( const AsciiString& soundEventName );
- void doSoundRemoveAllDisabled();
- void doSoundOverrideVolume( const AsciiString& soundEventName, Real newVolume );
- void doInGamePopupMessage( const AsciiString& message, Int x, Int y, Int width, Bool pause );
- void doSetToppleDirection( const AsciiString& unitName, const Coord3D* direction);
- void doMoveUnitTowardsNearest( const AsciiString& unitName, const AsciiString& objectType, AsciiString triggerName);
- void doMoveTeamTowardsNearest( const AsciiString& teamName, const AsciiString& objectType, AsciiString triggerName);
- void doUnitReceiveUpgrade( const AsciiString& unitName, const AsciiString& upgradeName );
- void doSkirmishAttackNearestGroupWithValue( const AsciiString& teamName, Int comparison, Int value );
- void doSkirmishCommandButtonOnMostValuable( const AsciiString& teamName, const AsciiString& commandButton, Real range, Bool allTeamMembers);
- void doTeamSpinForFramecount( const AsciiString& teamName, Int waitForFrames );
- void doTeamUseCommandButtonOnNamed( const AsciiString& teamName, const AsciiString& commandAbility, const AsciiString& unitName );
- void doTeamUseCommandButtonOnNearestEnemy( const AsciiString& teamName, const AsciiString& commandAbility );
- void doTeamUseCommandButtonOnNearestGarrisonedBuilding( const AsciiString& teamName, const AsciiString& commandAbility );
- void doTeamUseCommandButtonOnNearestKindof( const AsciiString& teamName, const AsciiString& commandAbility, Int kindofBit );
- void doTeamUseCommandButtonOnNearestBuilding( const AsciiString& teamName, const AsciiString& commandAbility );
- void doTeamUseCommandButtonOnNearestBuildingClass( const AsciiString& teamName, const AsciiString& commandAbility, Int kindofBit );
- void doTeamUseCommandButtonOnNearestObjectType( const AsciiString& teamName, const AsciiString& commandAbility, const AsciiString& objectType );
- void doTeamPartialUseCommandButton( Real percentage, const AsciiString& teamName, const AsciiString& commandAbility );
- void doTeamCaptureNearestUnownedFactionUnit( const AsciiString& teamName );
- void doCreateTeamFromCapturedUnits( const AsciiString& playerName, const AsciiString& teamName );
- void doPlayerAddSkillPoints(const AsciiString& playerName, Int delta);
- void doPlayerAddRankLevels(const AsciiString& playerName, Int delta);
- void doPlayerSetRankLevel(const AsciiString& playerName, Int level);
- void doMapSetRankLevelLimit(Int level);
- void doPlayerGrantScience(const AsciiString& playerName, const AsciiString& scienceName);
- void doPlayerPurchaseScience(const AsciiString& playerName, const AsciiString& scienceName);
- void doPlayerSetScienceAvailability( const AsciiString& playerName, const AsciiString& scienceName, const AsciiString& scienceAvailability );
- void doTeamEmoticon(const AsciiString& teamName, const AsciiString& emoticonName, Real duration);
- void doNamedEmoticon(const AsciiString& unitName, const AsciiString& emoticonName, Real duration);
- void doObjectTypeListMaintenance(const AsciiString& objectList, const AsciiString& objectType, Bool addObject);
- void doRevealMapAtWaypointPermanent(const AsciiString& waypointName, Real radiusToReveal, const AsciiString& playerName, const AsciiString& lookName);
- void doUndoRevealMapAtWaypointPermanent(const AsciiString& lookName);
- void doEvaEnabledDisabled(Bool setEnabled);
- void doSetOcclusionMode(Bool setEnabled);
- void doSetDrawIconUIMode(Bool setEnabled);
- void doSetDynamicLODMode(Bool setEnabled);
- void doAffectObjectPanelFlagsUnit(const AsciiString& unitName, const AsciiString& flagName, Bool enable);
- void doAffectObjectPanelFlagsTeam(const AsciiString& teamName, const AsciiString& flagName, Bool enable);
- void doGuardSupplyCenter(const AsciiString& teamName, Int supplies);
- void doTeamGuardInTunnelNetwork(const AsciiString& teamName);
- void doAffectPlayerSkillset(const AsciiString& playerName, Int skillset);
- void doOverrideHulkLifetime( Real seconds );
- void doNamedFaceNamed( const AsciiString &unitName, const AsciiString &faceUnitName );
- void doNamedFaceWaypoint( const AsciiString &unitName, const AsciiString &faceWaypointName );
- void doTeamFaceNamed( const AsciiString &teamName, const AsciiString &faceUnitName );
- void doTeamFaceWaypoint( const AsciiString &teamName, const AsciiString &faceWaypointName );
- void doRemoveCommandBarButton(const AsciiString& commandBarButton, const AsciiString& objectType);
- void doAddCommandBarButton(const AsciiString& commandBarButton, const AsciiString& objectType, Int slotNum);
- void doAffectSkillPointsModifier(const AsciiString& playerName, Real newModifier);
- void doResizeViewGuardband(const Real gbx, const Real gby );
- void deleteAllUnmanned();
-
- }; // end class ScriptActions
- #endif // end __SCRIPTACTIONS_H_
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