////////////////////////////////////////////////////////////////////// /* bj_args.sch */ /* Author: DJ Jones */ /* Arguments passed in to the base jump activity. */ ////////////////////////////////////////////////////////////////////// // Arguments for single or multiplayer script. STRUCT BJ_ARGS STATIC_BLIP_NAME_ENUM staticBlip MODEL_NAMES targetModel MODEL_NAMES dropoffModel MODEL_NAMES exitModel STRING sDialogueRoot STRING sDialogueLabel VECTOR vTargetVehicleVectOffset VECTOR vExitPos VECTOR vTargetPos[iMAX_GATES] VECTOR vCutsceneStartPos VECTOR vCutsceneStartRot VECTOR vCutsceneEndPos VECTOR vCutsceneEndRot VECTOR vLookPos VECTOR vRemoveCarsMinCoords VECTOR vRemoveCarsMaxCoords VECTOR vDropoffPos VECTOR vTargetVehicleParkCoords FLOAT fLaunchHeading FLOAT fTargetHeading FLOAT fDropoffHeading FLOAT fExitHeading FLOAT fFlyawayDelay FLOAT fCutsceneStartFOV FLOAT fCutsceneEndFOV BOOL bCutsceneFade BOOL bHoldLastCutsceneFrame ENDSTRUCT // Accessor for static blip FUNC STATIC_BLIP_NAME_ENUM BJ_GET_ARG_STATIC_BLIP(BJ_ARGS& bjArgs) RETURN bjArgs.staticBlip ENDFUNC // Mutator for static blip PROC BJ_SET_ARG_STATIC_BLIP(BJ_ARGS& bjArgs, STATIC_BLIP_NAME_ENUM staticBlip) bjArgs.staticBlip = staticBlip ENDPROC // Accessor for dialogue label FUNC STRING BJ_GET_ARG_DIALOGUE_LABEL(BJ_ARGS& bjArgs) RETURN bjArgs.sDialogueLabel ENDFUNC // Mutator for dialogue label PROC BJ_SET_ARG_DIALOGUE_LABEL(BJ_ARGS& bjArgs, STRING sDialogueLabel) bjArgs.sDialogueLabel = sDialogueLabel ENDPROC // Accessor for dialogue root FUNC STRING BJ_GET_ARG_CUTSCENE_DLG_ROOT(BJ_ARGS& bjArgs) RETURN bjArgs.sDialogueRoot ENDFUNC // Mutator for dialogue root PROC BJ_SET_ARG_CUTSCENE_DLG_ROOT(BJ_ARGS& bjArgs, STRING sDialogueRoot) bjArgs.sDialogueRoot = sDialogueRoot ENDPROC // Accessor for target vehicle model. FUNC MODEL_NAMES BJ_GET_ARG_TARGET_MODEL(BJ_ARGS& bjArgs) RETURN bjArgs.targetModel ENDFUNC // Mutator for target vehicle model. PROC BJ_SET_ARG_TARGET_MODEL(BJ_ARGS& bjArgs, MODEL_NAMES targetModel) bjArgs.targetModel = targetModel ENDPROC // Accessor for exit vehicle model. FUNC MODEL_NAMES BJ_GET_ARG_EXIT_MODEL(BJ_ARGS& bjArgs) RETURN bjArgs.exitModel ENDFUNC // Mutator for exit vehicle model. PROC BJ_SET_ARG_EXIT_MODEL(BJ_ARGS& bjArgs, MODEL_NAMES exitModel) bjArgs.exitModel = exitModel ENDPROC // Accessor for helicopter model (when player is dropped off by a heli). FUNC MODEL_NAMES BJ_GET_ARG_DROPOFF_MODEL(BJ_ARGS& bjArgs) RETURN bjArgs.dropoffModel ENDFUNC // Mutator for helicopter model (when player is dropped off by a heli). PROC BJ_SET_ARG_DROPOFF_MODEL(BJ_ARGS& bjArgs, MODEL_NAMES dropoffModel) bjArgs.dropoffModel = dropoffModel ENDPROC // Accessor for helicopter position (when player is dropped off by a heli). FUNC VECTOR BJ_GET_ARG_DROPOFF_POSITION(BJ_ARGS& bjArgs) RETURN bjArgs.vDropoffPos ENDFUNC // Mutator for helicopter position (when player is dropped off by a heli). PROC BJ_SET_ARG_DROPOFF_POSITION(BJ_ARGS& bjArgs, VECTOR vDropoffPos) bjArgs.vDropoffPos = vDropoffPos ENDPROC // Mutator for helicopter heading (when player is dropped off by a heli). PROC BJ_SET_ARG_DROPOFF_HEADING(BJ_ARGS& bjArgs, FLOAT fDropoffHeading) bjArgs.fDropoffHeading = fDropoffHeading ENDPROC // Accessor for helicopter heading (when player is dropped off by a heli). FUNC FLOAT BJ_GET_ARG_DROPOFF_HEADING(BJ_ARGS& bjArgs) RETURN bjArgs.fDropoffHeading ENDFUNC // Accessor for position of vehicle placed for player's convenience. FUNC VECTOR BJ_GET_ARG_EXIT_POSITION(BJ_ARGS& bjArgs) RETURN bjArgs.vExitPos ENDFUNC // Mutator for position of vehicle placed for player's convenience PROC BJ_SET_ARG_EXIT_POSITION(BJ_ARGS& bjArgs, VECTOR vExitPos) bjArgs.vExitPos = vExitPos ENDPROC // Mutator for heading of vehicle placed for player's convenience. PROC BJ_SET_ARG_EXIT_HEADING(BJ_ARGS& bjArgs, FLOAT fExitHeading) bjArgs.fExitHeading = fExitHeading ENDPROC // Accessor for heading of vehicle placed for player's convenience. FUNC FLOAT BJ_GET_ARG_EXIT_HEADING(BJ_ARGS& bjArgs) RETURN bjArgs.fExitHeading ENDFUNC // Mutator for helicopter flyaway delay (when player is dropped off by a heli). PROC BJ_SET_ARG_FLYAWAY_DELAY(BJ_ARGS& bjArgs, FLOAT fFlyawayDelay) bjArgs.fFlyawayDelay = fFlyawayDelay ENDPROC // Accessor for helicopter flyaway delay (when player is dropped off by a heli). FUNC FLOAT BJ_GET_ARG_FLYAWAY_DELAY(BJ_ARGS& bjArgs) RETURN bjArgs.fFlyawayDelay ENDFUNC // Accessor for target position. FUNC VECTOR BJ_GET_ARG_TARGET_POSITION(BJ_ARGS& bjArgs, INT iGate) IF iGate < 0 OR iGate >= iMAX_GATES PRINTLN("Invalid gate number passed in to BJ_GET_TARGET_POSITION! = ") RETURN <<0,0,0>> ENDIF RETURN bjArgs.vTargetPos[iGate] ENDFUNC // Mutator for target position. PROC BJ_SET_ARG_TARGET_POSITION(BJ_ARGS& bjArgs, INT iGate, VECTOR vTargetPos) IF iGate < 0 OR iGate >= iMAX_GATES PRINTLN("Invalid gate number passed in to BJ_SET_TARGET_POSITION! = ") EXIT ENDIF bjArgs.vTargetPos[iGate] = vTargetPos ENDPROC // Accessor for cutscene start position. FUNC VECTOR BJ_GET_ARG_CUTSCENE_START_POSITION(BJ_ARGS& bjArgs) RETURN bjArgs.vCutsceneStartPos ENDFUNC // Mutator for cutscene start position. PROC BJ_SET_ARG_CUTSCENE_START_POSITION(BJ_ARGS& bjArgs, VECTOR vCutsceneStartPos) bjArgs.vCutsceneStartPos = vCutsceneStartPos ENDPROC // Accessor for cutscene end position. FUNC VECTOR BJ_GET_ARG_CUTSCENE_END_POSITION(BJ_ARGS& bjArgs) RETURN bjArgs.vCutsceneEndPos ENDFUNC // Mutator for cutscene end position. PROC BJ_SET_ARG_CUTSCENE_END_POSITION(BJ_ARGS& bjArgs, VECTOR vCutsceneEndPos) bjArgs.vCutsceneEndPos = vCutsceneEndPos ENDPROC // Accessor for cutscene start rotation. FUNC VECTOR BJ_GET_ARG_CUTSCENE_START_ROTATION(BJ_ARGS& bjArgs) RETURN bjArgs.vCutsceneStartRot ENDFUNC // Mutator for cutscene start rotation. PROC BJ_SET_ARG_CUTSCENE_START_ROTATION(BJ_ARGS& bjArgs, VECTOR vCutsceneStartRot) bjArgs.vCutsceneStartRot = vCutsceneStartRot ENDPROC // Accessor for cutscene end rotation. FUNC VECTOR BJ_GET_ARG_CUTSCENE_END_ROTATION(BJ_ARGS& bjArgs) RETURN bjArgs.vCutsceneEndRot ENDFUNC // Mutator for cutscene end rotation. PROC BJ_SET_ARG_CUTSCENE_END_ROTATION(BJ_ARGS& bjArgs, VECTOR vCutsceneEndRot) bjArgs.vCutsceneEndRot = vCutsceneEndRot ENDPROC // Accessor for launch heading. FUNC FLOAT BJ_GET_ARG_LAUNCH_HEADING(BJ_ARGS& bjArgs) RETURN bjArgs.fLaunchHeading ENDFUNC // Accessor for car removal coords FUNC VECTOR BJ_GET_ARG_CAR_REMOVAL_COORDS_MIN(BJ_ARGS& bjArgs) RETURN bjArgs.vRemoveCarsMinCoords ENDFUNC // Mutator for car removal coords PROC BJ_SET_ARG_CAR_REMOVAL_COORDS_MIN(BJ_ARGS& bjArgs, VECTOR vRemoveCarsMinCoords) bjArgs.vRemoveCarsMinCoords = vRemoveCarsMinCoords ENDPROC // Accessor for car removal coords FUNC VECTOR BJ_GET_ARG_CAR_REMOVAL_COORDS_MAX(BJ_ARGS& bjArgs) RETURN bjArgs.vRemoveCarsMaxCoords ENDFUNC // Mutator for car removal coords PROC BJ_SET_ARG_CAR_REMOVAL_COORDS_MAX(BJ_ARGS& bjArgs, VECTOR vRemoveCarsMaxCoords) bjArgs.vRemoveCarsMaxCoords = vRemoveCarsMaxCoords ENDPROC // Mutator for launch heading. PROC BJ_SET_ARG_LAUNCH_HEADING(BJ_ARGS& bjArgs, FLOAT fLaunchHeading) bjArgs.fLaunchHeading = fLaunchHeading ENDPROC // Accessor for target heading. FUNC FLOAT BJ_GET_ARG_TARGET_HEADING(BJ_ARGS& bjArgs) RETURN bjArgs.fTargetHeading ENDFUNC // Mutator for target heading. PROC BJ_SET_ARG_TARGET_HEADING(BJ_ARGS& bjArgs, FLOAT fTargetHeading) bjArgs.fTargetHeading = fTargetHeading ENDPROC // Accessor for cutscene start FOV. FUNC FLOAT BJ_GET_ARG_CUTSCENE_START_FOV(BJ_ARGS& bjArgs) RETURN bjArgs.fCutsceneStartFOV ENDFUNC // Mutator for cutscene start FOV. PROC BJ_SET_ARG_CUTSCENE_START_FOV(BJ_ARGS& bjArgs, FLOAT fCutsceneStartFOV) bjArgs.fCutsceneStartFOV = fCutsceneStartFOV ENDPROC // Accessor for cutscene end FOV. FUNC FLOAT BJ_GET_ARG_CUTSCENE_END_FOV(BJ_ARGS& bjArgs) RETURN bjArgs.fCutsceneEndFOV ENDFUNC // Mutator for cutscene end FOV. PROC BJ_SET_ARG_CUTSCENE_END_FOV(BJ_ARGS& bjArgs, FLOAT fCutsceneEndFOV) bjArgs.fCutsceneEndFOV = fCutsceneEndFOV ENDPROC // Accessor for target vehicle bullseye offset. FUNC VECTOR BJ_GET_ARG_TARGET_VEHICLE_OFFSET(BJ_ARGS& bjArgs) RETURN bjArgs.vTargetVehicleVectOffset ENDFUNC // Mutator for target vehicle bullseye offset. PROC BJ_SET_ARG_TARGET_VEHICLE_OFFSET(BJ_ARGS& bjArgs, VECTOR vTargetVehicleVectOffset) bjArgs.vTargetVehicleVectOffset = vTargetVehicleVectOffset ENDPROC // Accessor for whether to fade out after the cutscene. FUNC BOOL BJ_GET_ARG_CUTSCENE_FADE(BJ_ARGS& bjArgs) RETURN bjArgs.bCutsceneFade ENDFUNC // Mutator for whether to fade out after the cutscene. PROC BJ_SET_ARG_CUTSCENE_FADE(BJ_ARGS& bjArgs, BOOL bCutsceneFade) bjArgs.bCutsceneFade = bCutsceneFade ENDPROC // Accessor for whether to hold the last frame at the end of the cutscene. FUNC BOOL BJ_GET_ARG_HOLD_LAST_CUTSCENE_FRAME(BJ_ARGS& bjArgs) RETURN bjArgs.bHoldLastCutsceneFrame ENDFUNC // Mutator for whether to hold the last frame at the end of the cutscene. PROC BJ_SET_ARG_HOLD_LAST_CUTSCENE_FRAME(BJ_ARGS& bjArgs, BOOL bHoldLastCutsceneFrame) bjArgs.bHoldLastCutsceneFrame = bHoldLastCutsceneFrame ENDPROC