mirror of
https://github.com/Jackzmc/sourcemod-plugins.git
synced 2025-05-05 20:13:21 +00:00
962 lines
No EOL
26 KiB
SourcePawn
962 lines
No EOL
26 KiB
SourcePawn
#if defined _actions_included
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#endinput
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#endif
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#define _actions_included
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#define ACTION_NAME_LENGTH 32
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enum ActionResultType
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{
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CONTINUE, // continue executing this action next frame - nothing has changed
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CHANGE_TO, // change actions next frame
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SUSPEND_FOR, // put the current action on hold for the new action
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DONE, // this action has finished, resume suspended action
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SUSTAIN, // for use with event handlers - a way to say "It's important to keep doing what I'm doing"
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};
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enum EventResultPriorityType
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{
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RESULT_NONE, // no result
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RESULT_TRY, // use this result, or toss it out, either is ok
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RESULT_IMPORTANT, // try extra-hard to use this result
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RESULT_CRITICAL // this result must be used - emit an error if it can't be
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};
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enum BehaviorAction
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{
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INVALID_ACTION
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};
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/**
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* @brief Callback called for every entity action.
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*
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* @param action Action address
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*
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* @noreturn
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*/
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typedef ActionsIteratorCallback = function void (BehaviorAction action);
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/**
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* @brief Called whenever action is created
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*
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* @param action Created action address
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* @param actor Actor of the action
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* @param name Name of the action
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*
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* @noreturn
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*/
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forward void OnActionCreated( BehaviorAction action, int actor, const char[] name );
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/**
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* @brief Called whenever action is destroyed
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* @note You are in action destructor!
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*
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* @param action Destroyed action address
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* @param actor Actor of the action
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* @param name Name of the action
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*
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* @noreturn
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*/
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forward void OnActionDestroyed( BehaviorAction action, int actor, const char[] name );
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methodmap ActionResult
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{
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/**
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* @brief Gets action result reason
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*
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* @param destination Buffer to store reason
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* @param maxlength Length of the buffer
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*
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* @noreturn
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*/
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public native void GetReason( char[] destination, int maxlength );
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/**
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* @brief Sets action result reason
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*
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* @param reason String with reason
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*
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* @noreturn
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*/
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public native void SetReason( const char[] reason );
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/**
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* @brief Property to get/set result type
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*
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* @return Result type (see ActionResultType)
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*/
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property ActionResultType type
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{
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public native get();
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public native set(ActionResultType type);
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}
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/**
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* @brief Property to get/set result action
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*
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* @return Result action
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*/
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property BehaviorAction action
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{
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public native get();
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public native set(BehaviorAction action);
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}
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/**
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* @brief Checks if result is requesting change
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*
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* @return true if it is requesting, false otherwise
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*/
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public bool IsRequestingChange()
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{
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ActionResultType type = this.type;
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return (type == CHANGE_TO || type == SUSPEND_FOR || type == DONE);
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}
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}
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methodmap ActionDesiredResult < ActionResult
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{
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/**
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* @brief Property to get/set result priority
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*
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* @return Result priority
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*/
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property EventResultPriorityType priority
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{
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public native get();
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public native set(EventResultPriorityType priority);
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}
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}
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typeset ActionHandler
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{
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/* OnStart, OnSuspend, OnResume */
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function Action (BehaviorAction action, int actor, BehaviorAction priorAction, ActionResult result);
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/* OnUpdate */
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function Action (BehaviorAction action, int actor, float interval, ActionResult result);
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/* OnEnd */
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function void (BehaviorAction action, int actor, BehaviorAction priorAction, ActionResult result);
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/* InitialContainedAction */
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function Action (BehaviorAction action, int actor, BehaviorAction& action);
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/* OnLeaveGround, OnLandOnGround, OnDrop, OnShoved, OnBlinded, OnHitByVomitJar, OnCommandAttack */
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function Action (BehaviorAction action, int actor, int entity, ActionDesiredResult result);
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/* OnContact */
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function Action (BehaviorAction action, int actor, int entity, Address trace, ActionDesiredResult result);
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/* OnMoveToSuccess */
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function Action (BehaviorAction action, int actor, Address path, ActionDesiredResult result);
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/* OnMoveToFailure */
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function Action (BehaviorAction action, int actor, Address path, any type, ActionDesiredResult result);
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/* OnStuck, OnUnStuck, OnPostureChanged, OnIgnite, OnModelChanged, OnEnteredSpit, OnCommandAssault, OnCommandResume */
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function Action (BehaviorAction action, int actor, ActionDesiredResult result);
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/* OnAnimationActivityComplete, OnAnimationActivityInterrupted */
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function Action (BehaviorAction action, int actor, int activity, ActionDesiredResult result);
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/* OnAnimationEvent */
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function Action (BehaviorAction action, int actor, Address animevent, ActionDesiredResult result);
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/* OnInjured, OnKilled */
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function Action (BehaviorAction action, int actor, Address takedamageinfo, ActionDesiredResult result);
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/* OnOtherKilled */
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function Action (BehaviorAction action, int actor, int other, Address takedamageinfo, ActionDesiredResult result);
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/* OnSight, OnLostSight, OnThreatChanged */
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function Action (BehaviorAction action, int actor, int entity, ActionDesiredResult result);
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/* OnSound */
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function Action (BehaviorAction action, int actor, int entity, const float pos[3], Address keyvalues, ActionDesiredResult result);
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/* OnSpokeConcept */
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function Action (BehaviorAction action, int actor, int who, Address concept, Address response, Address unknown, ActionDesiredResult result);
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/* OnNavAreaChanged */
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function Action (BehaviorAction action, int actor, Address newArea, Address oldArea, ActionDesiredResult result);
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/* OnPickUp */
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function Action (BehaviorAction action, int actor, int entity, int giver, ActionDesiredResult result);
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/* OnCommandApproachVector */
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function Action (BehaviorAction action, int actor, const float pos[3], float range, ActionDesiredResult result);
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/* OnCommandApproachEntity */
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function Action (BehaviorAction action, int actor, int goal, ActionDesiredResult result);
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/* OnCommandRetreat */
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function Action (BehaviorAction action, int actor, int threat, float range, ActionDesiredResult result);
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/* OnCommandPause */
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function Action (BehaviorAction action, int actor, float duration, ActionDesiredResult result);
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/* OnCommandString */
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function Action (BehaviorAction action, int actor, const char[] command, ActionDesiredResult result);
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/* IsAbleToBlockMovementOf */
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function Action (BehaviorAction action, int actor, Address nextbot, ActionDesiredResult result);
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}
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methodmap ActionsManager
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{
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/**
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* @brief Creates action template with given name
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* @note Use this to create your own actions
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*
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* @param name New action name
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*
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* @return Action address
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*/
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public static native BehaviorAction Create( const char[] name );
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/**
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* @brief Allocates memory with given size
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* @note Use this with game action constructor to create game actions
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*
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* @param size Size to allocate
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*
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* @return Allocated memory start address
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*/
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public static native BehaviorAction Allocate( int size );
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/**
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* @brief Deallocates memory
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* @note Actually used only for deallocating actions
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*
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* @param action Action to deallocate
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*
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* @noreturn
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*/
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public static native void Deallocate( BehaviorAction action );
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/**
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* @brief Used to iterate over all entity actions
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*
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* @param entity Entity index
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* @param callback Iterator callback
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*
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* @return Number of actions entity has
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*/
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public static native int Iterator( int entity, ActionsIteratorCallback callback = INVALID_FUNCTION );
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/**
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* @brief Returns entity action with given name
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*
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* @param entity Entity index
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* @param name Action name to find
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*
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* @return Action address, INVALID_ACTION if not found
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*/
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public static native BehaviorAction GetAction( int entity, const char[] name );
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}
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methodmap BehaviorAction
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{
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public BehaviorAction(any action)
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{
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return view_as<BehaviorAction>(action);
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}
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/**
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* @brief Stores pending event result
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* @note This is almost same as changing result via event handler but this one violates semantics
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*
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* @param type Result type (See ActionResultType)
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* @param action Action
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* @param priority Priority
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* @param reason Reason
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*
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* @error Invalid action passed
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* @noreturn
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*/
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public native void StorePendingEventResult( ActionResultType type = CONTINUE, BehaviorAction action = INVALID_ACTION, EventResultPriorityType priority = RESULT_TRY, const char[] reason = NULL_STRING );
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/**
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* @brief Gets action name
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*
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* @param destination Buffer to store name
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* @param maxlength Buffer length
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*
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* @error Invalid action passed
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* @return Number of bytes written?
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*/
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public native int GetName( char[] destination, int maxlength = ACTION_NAME_LENGTH );
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/**
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* @brief Simple wrapper to get action data
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*
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* @param int Offset to data
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* @param type How many bytes read (See NumberType)
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*
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* @return Stored data
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*/
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public any Get( int offset, NumberType type = NumberType_Int32 )
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{
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return view_as<any>(LoadFromAddress(view_as<Address>(this) + view_as<Address>(offset), type));
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}
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/**
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* @brief Simple wrapper to set action data
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*
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* @param int Offset to data
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* @param data Data to set
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* @param type How many bytes set (See NumberType)
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*
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* @noreturn
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*/
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#if SOURCEMOD_V_MINOR < 11
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public void Set( int offset, any data, NumberType type = NumberType_Int32 )
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{
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StoreToAddress(view_as<Address>(this) + view_as<Address>(offset), data, type);
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}
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#else
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public void Set( int offset, any data, NumberType type = NumberType_Int32, bool updateMemAccess = true )
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{
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StoreToAddress(view_as<Address>(this) + view_as<Address>(offset), data, type, updateMemAccess);
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}
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#endif
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// ====================================================================================================
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// ACTION PROPERTIES
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// ====================================================================================================
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/**
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* @brief Property to get/set parent action
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*
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* @return Parent action
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*/
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property BehaviorAction Parent
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{
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public native get();
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}
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/**
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* @brief Property to get/set child action
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*
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* @return Child action
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*/
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property BehaviorAction Child
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{
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public native get();
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}
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/**
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* @brief Property to get/set "under" action
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* @note if we are suspender then this will return a suspended action
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*
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* @return Under action
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*/
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property BehaviorAction Under
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{
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public native get();
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}
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/**
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* @brief Property to get/set "above" action
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* @note if we are suspended action then this will return a suspender
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*
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* @return Above action
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*/
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property BehaviorAction Above
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{
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public native get();
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}
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/**
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* @brief Property to get actor of action
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* @note returns 0 if action hasn't been started yet
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*
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* @return Action actor
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*/
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property int Actor
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{
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public native get();
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}
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/**
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* @brief Property to get/set suspended state of action
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*
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* @return true if suspended, false otherwise
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*/
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property bool IsSuspended
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{
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public native get();
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public native set(bool suspended);
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}
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/**
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* @brief Property to get/set started state of action
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* @note if this returns true then OnStart handled has already been called
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*
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* @return true if started, false otherwise
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*/
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property bool IsStarted
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{
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public native get();
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public native set(bool started);
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}
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// ====================================================================================================
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// ACTION PRE EVENT HANDLERS
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// ====================================================================================================
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property ActionHandler OnStart
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnUpdate
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnEnd
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnSuspend
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnResume
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnInitialContainedAction
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnLeaveGround
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnLandOnGround
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnContact
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnMoveToSuccess
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnMoveToFailure
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnStuck
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnUnStuck
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnPostureChanged
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnAnimationActivityComplete
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnAnimationActivityInterrupted
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnAnimationEvent
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnIgnite
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnInjured
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnKilled
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnOtherKilled
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnSight
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnLostSight
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnThreatChanged
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnSound
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnSpokeConcept
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnNavAreaChanged
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnModelChanged
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnPickUp
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnShoved
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnBlinded
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnEnteredSpit
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnHitByVomitJar
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnCommandAttack
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnCommandAssault
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|
{
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public native set(ActionHandler func);
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}
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|
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|
property ActionHandler OnCommandApproachV
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|
{
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public native set(ActionHandler func);
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}
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property ActionHandler OnCommandApproachE
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|
{
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public native set(ActionHandler func);
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}
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property ActionHandler OnCommandRetreat
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{
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public native set(ActionHandler func);
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}
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|
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property ActionHandler OnCommandPause
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{
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public native set(ActionHandler func);
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}
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property ActionHandler OnCommandResume
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|
{
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public native set(ActionHandler func);
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}
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|
property ActionHandler OnCommandString
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|
{
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public native set(ActionHandler func);
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}
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|
|
|
property ActionHandler IsAbleToBlockMovementOf
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|
{
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|
public native set(ActionHandler func);
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|
}
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|
|
|
// ====================================================================================================
|
|
// ACTION POST EVENT HANDLERS
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|
// ====================================================================================================
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|
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property ActionHandler OnStartPost
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|
{
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public native set(ActionHandler func);
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}
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|
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property ActionHandler OnUpdatePost
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|
{
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public native set(ActionHandler func);
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}
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|
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property ActionHandler OnEndPost
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|
{
|
|
public native set(ActionHandler func);
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|
}
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|
|
|
property ActionHandler OnSuspendPost
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|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnResumePost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnInitialContainedActionPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnLeaveGroundPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnLandOnGroundPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnContactPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnMoveToSuccessPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnMoveToFailurePost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnStuckPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnUnStuckPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnPostureChangedPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnAnimationActivityCompletePost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnAnimationActivityInterruptedPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnAnimationEventPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnIgnitePost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnInjuredPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnKilledPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnOtherKilledPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnSightPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnLostSightPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnThreatChangedPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnSoundPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnSpokeConceptPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnNavAreaChangedPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnModelChangedPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnPickUpPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnShovedPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnBlindedPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnEnteredSpitPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnHitByVomitJarPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnCommandAttackPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnCommandAssaultPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnCommandApproachVPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnCommandApproachEPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnCommandRetreatPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnCommandPausePost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnCommandResumePost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler OnCommandStringPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
|
|
property ActionHandler IsAbleToBlockMovementOfPost
|
|
{
|
|
public native set(ActionHandler func);
|
|
}
|
|
};
|
|
|
|
// ====================================================================================================
|
|
// PL NTV
|
|
// ====================================================================================================
|
|
|
|
public Extension __ext_actions =
|
|
{
|
|
name = "Actions",
|
|
file = "actions.ext",
|
|
autoload = 1,
|
|
#if defined REQUIRE_EXTENSIONS
|
|
required = 1,
|
|
#else
|
|
required = 0,
|
|
#endif
|
|
};
|
|
|
|
#if !defined REQUIRE_EXTENSIONS
|
|
public void __ext_actions_SetNTVOptional()
|
|
{
|
|
MarkNativeAsOptional("ActionResult.GetReason");
|
|
MarkNativeAsOptional("ActionResult.SetReason");
|
|
MarkNativeAsOptional("ActionResult.type.get");
|
|
MarkNativeAsOptional("ActionResult.type.set");
|
|
MarkNativeAsOptional("ActionResult.action.get");
|
|
MarkNativeAsOptional("ActionResult.action.set");
|
|
MarkNativeAsOptional("ActionDesiredResult.priority.get");
|
|
MarkNativeAsOptional("ActionDesiredResult.priority.set");
|
|
MarkNativeAsOptional("ActionsManager.Create");
|
|
MarkNativeAsOptional("ActionsManager.Allocate");
|
|
MarkNativeAsOptional("ActionsManager.Deallocate");
|
|
MarkNativeAsOptional("ActionsManager.Iterator");
|
|
MarkNativeAsOptional("ActionsManager.GetAction");
|
|
MarkNativeAsOptional("BehaviorAction.StorePendingEventResult");
|
|
MarkNativeAsOptional("BehaviorAction.GetName");
|
|
MarkNativeAsOptional("BehaviorAction.Parent.get");
|
|
MarkNativeAsOptional("BehaviorAction.Child.get");
|
|
MarkNativeAsOptional("BehaviorAction.Under.get");
|
|
MarkNativeAsOptional("BehaviorAction.Above.get");
|
|
MarkNativeAsOptional("BehaviorAction.Actor.get");
|
|
MarkNativeAsOptional("BehaviorAction.IsSuspended.get");
|
|
MarkNativeAsOptional("BehaviorAction.IsSuspended.set");
|
|
MarkNativeAsOptional("BehaviorAction.IsStarted.get");
|
|
MarkNativeAsOptional("BehaviorAction.IsStarted.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnStart.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnUpdate.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnEnd.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnSuspend.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnResume.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnInitialContainedAction.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnLeaveGround.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnLandOnGround.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnContact.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnMoveToSuccess.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnMoveToFailure.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnStuck.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnUnStuck.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnPostureChanged.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnAnimationActivityComplete.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnAnimationActivityInterrupted.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnAnimationEvent.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnIgnite.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnInjured.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnKilled.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnOtherKilled.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnSight.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnLostSight.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnThreatChanged.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnSound.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnSpokeConcept.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnNavAreaChanged.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnModelChanged.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnPickUp.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnShoved.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnBlinded.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnEnteredSpit.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnHitByVomitJar.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandAttack.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandAssault.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandApproachV.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandApproachE.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandRetreat.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandPause.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandResume.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandString.set");
|
|
MarkNativeAsOptional("BehaviorAction.IsAbleToBlockMovementOf.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnStartPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnUpdatePost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnEndPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnSuspendPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnResumePost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnInitialContainedActionPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnLeaveGroundPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnLandOnGroundPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnContactPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnMoveToSuccessPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnMoveToFailurePost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnStuckPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnUnStuckPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnPostureChangedPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnAnimationActivityCompletePost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnAnimationActivityInterruptedPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnAnimationEventPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnIgnitePost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnInjuredPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnKilledPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnOtherKilledPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnSightPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnLostSightPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnThreatChangedPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnSoundPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnSpokeConceptPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnNavAreaChangedPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnModelChangedPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnPickUpPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnShovedPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnBlindedPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnEnteredSpitPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnHitByVomitJarPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandAttackPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandAssaultPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandApproachVPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandApproachEPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandRetreatPost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandPausePost.set");
|
|
MarkNativeAsOptional("BehaviorAction.OnCommandResumePost.set");
|
|
MarkNativeAsOptional("BehaviorAction.IsAbleToBlockMovementOfPost.set");
|
|
}
|
|
#endif |