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