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Scenario.cpp
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#ifndef MODAPI_DLL_EXPORT
#include <Spore\Simulator\cScenarioData.h>
#include <Spore\Simulator\cScenarioPlayMode.h>
#include <Spore\Simulator\cScenarioTerraformMode.h>
#include <Spore\Simulator\cScenarioEditHistory.h>
#include <Spore\Simulator\cScenarioSimulator.h>
#include <Spore\Simulator\cScenarioPowerup.h>
namespace Simulator
{
auto_METHOD_VOID(cScenarioData, Initialize, Args(bool index), Args(index));
auto_METHOD_VOID_(cScenarioData, StartHistoryEntry);
auto_METHOD_VOID_(cScenarioData, CommitHistoryEntry);
auto_METHOD(cScenarioData, cScenarioClass*, GetClass, Args(int index), Args(index));
auto_METHOD(cScenarioData, cScenarioClassAct*, GetCurrentClassAct, Args(cGameData* pObject), Args(pObject));
auto_METHOD(cScenarioData, cGameData*, GetObjectForMarker, Args(cScenarioMarker* p), Args(p));
auto_METHOD(cScenarioData, cScenarioMarker*, GetMarkerForObject, Args(cGameData* p), Args(p));
auto_STATIC_METHOD_(cScenarioData, int, GetEditModeActIndex);
auto_STATIC_METHOD(cScenarioData, cGameData*, CreateObjectInstance,
Args(const ResourceKey& name, const Vector3& position, const Quaternion& orientation,
float scale, bool isAvatar, int scenarioClassIndex, cScenarioMarker* pMarker, cScenarioMarkerAct* pActs, int actIndex),
Args(name, position, orientation, scale, isAvatar, scenarioClassIndex, pMarker, pActs, actIndex));
auto_STATIC_METHOD(cScenarioData, cGameData*, CreatePowerupObjectInstance,
Args(App::PropertyList* pPropList, cScenarioMarker* pMarker, int scenarioClassIndex),
Args(pPropList, pMarker, scenarioClassIndex));
cScenarioEditHistory* cScenarioEditHistory::Get()
{
return (cScenarioEditHistory*)GetAddress(cScenarioEditHistory, ptr);
}
auto_METHOD(cScenarioResource, bool, Read, Args(IO::IStream* pStream), Args(pStream));
auto_METHOD(cScenarioResource, bool, Write, Args(IO::IStream* pStream), Args(pStream));
auto_METHOD_VOID_(cScenarioTerraformMode, StartHistoryEntry);
auto_METHOD_VOID_(cScenarioTerraformMode, CommitHistoryEntry);
auto_METHOD_VOID(cScenarioTerraformMode, SetWaterColor, Args(const ColorRGB& color), Args(color));
auto_METHOD_VOID(cScenarioTerraformMode, SetAtmosphereColor, Args(const ColorRGB& color), Args(color));
auto_METHOD_VOID(cScenarioTerraformMode, SetCliffColor, Args(const ColorRGB& color), Args(color));
auto_METHOD_VOID(cScenarioTerraformMode, SetBeachColor, Args(const ColorRGB& color), Args(color));
auto_METHOD_VOID(cScenarioTerraformMode, SetVisualEffect, Args(const ResourceKey& visualEffect), Args(visualEffect));
auto_STATIC_METHOD(cScenarioClass, ScenarioObjectType, GetObjectType, Args(const ResourceKey& key), Args(key));
auto_METHOD_(cScenarioClass, bool, IsConsumible);
auto_STATIC_METHOD_(cScenarioSimulator, cScenarioSimulator*, Get);
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateMedKit, Args(cScenarioPowerup* p1, cCreatureBase* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateEnergyKit, Args(cScenarioPowerup* p1, cCreatureBase* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateSpeedBoost, Args(cScenarioPowerup* p1, cCreatureBase* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateDamageBoost, Args(cScenarioPowerup* p1, cCreatureBase* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateArmorBoost, Args(cScenarioPowerup* p1, cCreatureBase* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateMine, Args(cScenarioPowerup* p1, cCombatant* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateJumpPad, Args(cScenarioPowerup* p1, cCreatureBase* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateTeleporter, Args(cScenarioPowerup* p1, cCreatureBase* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateGrenade, Args(cScenarioPowerup* p1, cCreatureBase* p2), Args(p1, p2));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ActivateGate,
Args(cCreatureBase* p1, cScenarioPowerup* p2, cScenarioPowerup* p3),
Args(p1, p2, p3));
auto_STATIC_METHOD_VOID(cScenarioPowerup, ReactToPowerup,
Args(cGameData* pFirst, cGameData* pSecond, void* p),
Args(pFirst, pSecond, p));
auto_METHOD_VOID(cScenarioPlayMode, SetCurrentAct, Args(int index, bool arg), Args(index, arg));
auto_METHOD_VOID(cScenarioPlayMode, JumpToAct, Args(int actIndex), Args(actIndex));
auto_METHOD_VOID_(cScenarioPlayMode, Initialize);
auto_METHOD_VOID(cScenarioPlayMode, SetState, Args(ScenarioPlayModeState state), Args(state));
auto_METHOD_(cScenarioPlayMode, bool, UpdateGoals);
auto_METHOD_VOID(cScenarioPlayMode, Update, Args(int deltaTime), Args(deltaTime));
auto_METHOD_VOID_(cScenarioPlayMode, CompleteAct);
auto_METHOD_VOID_(cScenarioPlayMode, CheckGoalProgress);
auto_STATIC_METHOD_VOID_(cScenarioPlayMode, RemoveInvisibleClasses);
auto_STATIC_METHOD_VOID_(cScenarioPlayMode, ReadScenarioTuning);
}
#endif