Test_JDG_EVA.cpp 2.1 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /******************************************************************************
  19. *
  20. * FILE
  21. *
  22. * DESCRIPTION
  23. *
  24. * PROGRAMMER
  25. * Joe Gernert
  26. *
  27. * VERSION INFO
  28. * $Author: Joe_g $
  29. * $Revision: 431 $
  30. * $Modtime: 1/12/02 2:28p $
  31. * $Archive: /Commando/Code/Scripts/Test_JDG_EVA.cpp $
  32. *
  33. ******************************************************************************/
  34. #include "toolkit.h"
  35. #include "mission1.h"
  36. #include "mission11.h"
  37. #include "wwmath.h"
  38. /*
  39. virtual void Created( GameObject * obj ) {}
  40. virtual void Destroyed( GameObject * obj ) {}
  41. virtual void Killed( GameObject * obj, GameObject * killer ) {}
  42. virtual void Damaged( GameObject * obj, GameObject * damager, float amount ) {}
  43. virtual void Custom( GameObject * obj, int type, int param, GameObject * sender ) {}
  44. virtual void Sound_Heard( GameObject * obj, const CombatSound & sound ) {}
  45. virtual void Enemy_Seen( GameObject * obj, GameObject * enemy ) {}
  46. virtual void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) {}
  47. virtual void Timer_Expired( GameObject * obj, int timer_id ) {}
  48. virtual void Animation_Complete( GameObject * obj, const char * animation_name ) {}
  49. virtual void Poked( GameObject * obj, GameObject * poker ) {}
  50. virtual void Entered( GameObject * obj, GameObject * enterer ) {}
  51. virtual void Exited( GameObject * obj, GameObject * exiter ) {}
  52. */