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