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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/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Scripts/unitcombat.h $*
- * *
- * $Author:: David_y $*
- * *
- * $Modtime:: 4/27/00 10:54a $*
- * *
- * $Revision:: 1 $*
- * *
- *---------------------------------------------------------------------------------------------*/
- /***********************************************************************************************
- *
- * Custom Event Type and Param Definitions
- *
- ************************************************************************************************/
- // SCRIPT OVERRIDE CUSTOM DEFINITIONS
- // OV_CREATED = Sent by unit to control to let control know unit has been created.
- // OV_VERIFIED = Sent by unit to control to verify that control is currently handling the unit.
- // OV_ARRIVED = Sent by unit to control when the unit arrives at a destination.
- // OV_ANIMCOMPLETE = Sent by unit to control when an animation has been completed.
- // OV_OVERRIDE = Sent by control to unit when control wants to override combat code on the unit.
- // OV_REQUEST = Sent by control to unit when control wants to verify that it is currently handling the unit.
- #define OV_CREATED 1000
- #define OV_CONFIRM 1001
- #define OV_ARRIVED 1002
- #define OV_ANIMCOMPLETE 1003
- #define OV_OVERRIDE 1004
- #define OV_VERIFY 1005
- #define OV_DAMAGED 1006
- #define OV_ENEMYSEEN 1007
- #define OV_SOUNDHEARD 1008
- #define OV_KILLED 1009
- // OV_AWARE param is a bool. 0 turns awareness off, 1 sets it on.
- #define OV_AWARE 1010
- // Zone Entering Confirmation to Controller Custom Definition
- #define ZONE_CONFIRM 1011
- // Conversation queue custom send from conversation controller to object.
- #define CONVERSATION 1012
- // Scoreboard Customs and Params
- #define HITDIRECTION 9910
- #define HD_FRONTHIT 10
- #define HD_BACKHIT 20
- #define BODYLOCATION 9920
- #define BL_HEAD 10
- #define BL_CHEST 20
- #define BL_GROIN 30
- #define BL_RIGHTLEG 40
- #define BL_LEFTLEG 50
- #define BL_RIGHTARM 60
- #define BL_LEFTARM 70
- #define TALLY 9950
- #define TALLY_KILL 10
- #define TALLY_STRUCTURE 20
- #define TALLY_CIVILIAN 30
- // Secret_Level Tracks Completed Secrets in the Level
- // If Param is Under 100, it is used to register the total number for
- // a specific level.
- #define SECRET_LEVEL 9960
- #define SL_COMPLETE 100
- // Statistic Collection Custom Definitions
- #define STAT_CALL 9990
- // MISSION CONTROL CUSTOM DEFINITONS:
- // MC_COMPLETE = Custom event register for reporting a completed objective.
- // MC_RESET = Custom event register for reporting a need to reset an objective.
- // MC_IPRIMARY = Custom event for sending objective primary/secondary.
- // MC_IPRIORITY = Custom event for sending objective priority.
- // MC_IINTROTEXT = Custom event for sending intro text record number.
- // MC_ISOLVETEXT = Custom event for sending immediate solve text record number.
- // MC_IOUTTEXT = Custom event for sending final solve text record number.
- // MC_IRESETTEXT = Custom event for sending objective reset text record number.
- #define MC_COMPLETE 1
- #define MC_RESET 2
- #define MC_IPRIMARY 3
- #define MC_IPRIORITY 4
- #define MC_IINTROTEXT 5
- #define MC_ISOLVETEXT 6
- #define MC_IOUTTEXT 7
- #define MC_IRESETTEXT 8
- #define MC_STARTGAME 9
- // Movie Control ID's to and from Mission and Movie Controllers
- // Params between Intro (10) and Outro (99) are cutscenes
- #define MOVIE_PLAY 10
- #define MP_INTRO 10
- #define MP_OUTRO 99
- // Mission 3 CONTROL CUSTOM DEFINITIONS:
- // M3_SAMOBJECTIVE = Secondary mission to destroy SAM sites in village completed.
- // M3_SAMDESTROYED = Secondary mission SAM destroyed, send in reinforcements.
- #define M3_SAMOBJECTIVE 11
- #define M3_SAMDESTROYED 12
- // Mission 1 Custom Definitions:
- // M1_SAMDESTROYED = Primary mission to destroy SAM sites completed.
- // M1_ACT1CONTROL = Custom sent from mission start to act 1 controller, animates nod soldier.
- // M1_BASEGATE = Custom Type sent to open and close Base Gate for Harvester
- #define M1_SAMDESTROYED 13
- #define M1_ACT1CONTROL 14
- #define M1_BASEGATE 15
- #define BASEGATE_OPEN 10
- #define BASEGATE_CLOSE 20
- // Timer ID's (Unique. No Collision with other ScriptEvents)
- #define TIMER_IDLE_ANIM 6000
- #define TIMER_ARRIVED_FLAG 6010
- #define TIMER_SEARCH_LOCATION 6020
- #define TIMER_CROUCH_ATTACK 6030
- #define TIMER_COMBAT_SPEECH 6040
- #define TIMER_TURRET_ATTACK 6050
- #define TIMER_HARVESTER_REGEN 6060
- //Scoreboard Timers
- #define TIMER_COMBO 6070
- #define TIMER_COMBOEVA 6080
- #define TIMER_STAT_CALL 6090
- #define TIMER_MISSION 6100
- //Mission Objective Timers
- #define TIMER_OBJECTIVE 6110
- #define TIMER_EVASPEECH 6120
- #define TIMER_MISSION_FAILURE 6130
- #define TIMER_MISSION_SUCCESS 6140
- //Movie Control Timers
- #define TIMER_REGISTER 6150
- //Mission 1 Timers
- #define TIMER_M1_A1 102
- #define TIMER_M1_A2 103
- #define TIMER_TUTORIAL 104
- #define TIMER_M1_A3 105
- //Mission 1 Radar Events
- #define RADAR_M1_P1 150
- //Mission 3 Timers
- #define TIMER_M3_A1T1 301
- #define TIMER_M3_A1T2 302
- #define TIMER_M3_A1T3 303
- #define TIMER_M3_B1 304
- #define TIMER_M3_B2 305
- #define TIMER_M3_B3 306
- #define TIMER_M3_A3T1 307
- #define TIMER_M3_A3T2 308
- #define TIMER_M3_A4T1 309
- #define TIMER_M3_A2T1 310
- #define TIMER_M3_A4T3 311
- #define TIMER_M3_A5T1 312
- #define TIMER_M3_A5T2 313
- #define TIMER_M3_A4T2 314
- #define TIMER_M3_A1T4 315
- //Mission 2 Radar Events
- #define RADAR_M2_P1 250
- #define RADAR_M2_P2 251
- //Mission 3 Radar Events
- #define RADAR_M3_P1 350
- #define RADAR_M3_P2 351
- #define RADAR_M3_S1 352
- #define RADAR_M3_S2 353
- #define RADAR_M3_S3 354
- //Custom Event Sound Responses
- #define CUSTOM_ALLY_INFO 7000
- #define CUSTOM_TARGET_INFO 7010
- //Designer Sound Types
- #define SOUND_ENEMY_SEEN SOUND_TYPE_DESIGNER + 5000
- #define SOUND_DEATH SOUND_TYPE_DESIGNER + 5010
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