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scripts.dll 1.8 progress report [message #102834] Tue, 20 July 2004 03:09 Go to previous message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

So far, I have implemented the following pieces of code (none of which are in any way based on anything SK has written)
1.InitEngine (this sets up the different addresses for stuff for game.exe, server.dat, RH7 FDS and RH8 FDS depending on what is needed)
2.code to detect the difference between game.exe and server.dat (it works great too)
3.As_PhysicalGameObj (will return the passed in object if it is a PhysicalGameObj, otherwise 0)
4.As_DamageableGameObj (will return the passed in object if it is a DamageableGameObj, otherwise 0)
5.As_SoldierGameObj (will return the passed in object if it is a SoldierGameObj, otherwise 0)
6.Get_Model (returns the name of the model file used for the object if it is a valud PhysicalGameObj otherwise the string "DUMMY" is returned, this is the opposite of the Set_Model script command)
7.Get_Object_Type Returns the type of an object, works for any DamageableGameObj
8.Get_Definition (returns the definition class for any GameObject)
9.Get_Phys_Definition (returns the phyics definition class for any PhysicalGameObj)
10.Get_Class_ID (returns the class ID for any DefinitionClass)
11.Get_Definition_Name (returns the Definition Name for any DefinitionClass, this matches up with the preset name for at least any DefinitionClass from a GameObject)
12.Get_Definition_ID (like Get_Definition_Name but gets the definition ID, this will match the preset ID for any DefinitionClass from a GameObject)
13.Soldier_Re_Init (this one calls SoldierGameObj::Re_Init to load in a new SoldierGameObjDef)
14.Find_Named_Definition (this one finds a valid definition such as a vechicle, soldier or whatever)
15.Post_Re_Init (this one does stuff that needs to be done after calling Soldier_Re_Init)
16.Change_Character (this one takes a GameObject and a preset name. If the preset doesnt exist or is not a SoldierGameObjDef, it returns false. It will also return false if the GameObject is not a SoldierGameObj. Otherwise, it will find the definition with Find_Named_Definition, call Soldier_Re_Init and Post_Re_Init then return true)
17.WideCharToChar (this one is a utillity function that converts a wchar_t *to a char *)
18.Get_Player_Name (this one converts a GameObject into a player name)
19.Get_Player_ID (this one converts a GameObject into a player ID)
and 20.Get_GameObj (this one converts a player ID into a GameObject)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 
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