@@ -32,11 +32,17 @@ namespace Simulator
3232 // / Simulator::EnterEditorMessage; Enters the correct editor modifying the specified creation.
3333 kMsgEnterEditor = 0x53850BAE ,
3434
35+ // / Switches the editor. Use the desired editor ID as the message data .
36+ kMsgSwitchEditor = 0x0212D3E7 ,
37+
3538 kMsgSwitchGameMode = 0x0212D3E7 ,
3639
3740 // / Saves the game, pausing the game and showing a dialog on success. Use with message data `1` (as in, an integer).
3841 kMsgSaveGame = 0x1CD20F0 ,
3942
43+ // / Sent when loading a saved game.
44+ kMessageLoadGame = 0xf8b1a2af ,
45+
4046 // / Simulator::GameNounStatusChangedMessage
4147 kMsgGameNounStatusChanged = 0x1A0219E ,
4248
@@ -46,6 +52,125 @@ namespace Simulator
4652 // / Simulator::CombatantKilledMessage; called when a combatant is killed
4753 kMsgCombatantKilled = 0x1622184 ,
4854
55+ // / kills persistant swarm effects. Used at the end of certain stages
56+ kMsgKillPersistentEffects = 0x0667af52 ,
57+
58+ // / Simulator::DoCinematicActionMessage ; sent to execute a single action within a cinematic stage
59+ kMsgDoCinematicAction = 0x4470A41 ,
60+
61+ // ////////////////
62+ // Cell Stage
63+ // ////////////////
64+
65+ // Sent when the cell stage intro cinematic effect ends
66+ kMsgCinematicGGE2CLGEnds = 0x04065b23 ,
67+
68+ // / Sent when cell stage has begun
69+ kMsgCellStageStart = 0x047c1d19 ,
70+
71+ // / Sent when cell stage is transitioning to creature stage
72+ kMsgCellToCreatureTransition = 0x02A4f8f0 ,
73+
74+ // ////////////////
75+ // Creature Stage
76+ // ////////////////
77+
78+ // / Hatches the avatar creature's egg in creature stage
79+ kMsgHatchAvatarEggs = 0x06566531 ,
80+
81+ // / Upgrades the player's nest to the current brain level(?) in creature stage. May be cutscene only.
82+ kMsgUpgradeNest = 0x06555abc ,
83+
84+ // / Respawns the avatar creature at their nest in creature stage
85+ kMsgRestartAtNest = 0x04f60b92 ,
86+
87+ // / Loads the avatar into the creature editor
88+ kEnterCreatureEditor = 0x04d9686f ,
89+
90+ // / TODO, uses data
91+ // kCinematicCRG2TRGPreload = 0x04b719d4,
92+
93+ // / Transitions from creature stage to tribal stage
94+ kMsgCreatureToTribeTransition = 0x0477f66c ,
95+
96+ // /////////////
97+ // Tribe Stage
98+ // /////////////
99+
100+ // / Upgrades the player tribe's main hut (Cutscene only)
101+ kMsgTribeUpgradeHut = 0x0575116e ,
102+
103+ // / Upgrades the player tribe's campfire and layout decal (Cutscene only)
104+ kMsgTribeUpgradeCampfire = 0x0575116f ,
105+
106+ // / Upgrades the player tribe's totem base and food mat (Cutscene only)
107+ kMsgTribeUpgradeFoodMat = 0x05751170 ,
108+
109+ // / Sent to notify the game that a new tribal totem needs to be added (Cutscene only)
110+ kMsgNotifyTotemNeeded = 0x05cd5482 ,
111+
112+ // / Sent to notify the game that the tribal upgrade or totem placement has finished so that game can save (Cutscene only)
113+ kMsgNotifyUpgradeDone = 0x05cd5482 ,
114+
115+ // / Restarts the tribal stage (as though tribal hut has been destroyed)
116+ kMsgTribeRestart = 0x0420e32a ,
117+
118+ // / Moves the tribal camera to point towards the center of your tribe
119+ kMsgTribeMoveCameraToTribe = 0x056cf231 ,
120+
121+ // / TRG2CVG - Shows the city hall (Cutscene only)
122+ kMsgCinematicTRG2CVGShowCityHall = 0x069479a8 ,
123+
124+ // / TRG2CVG - Hides the city hall (Cutscene only)
125+ kMsgCinematicTRG2CVGHideCityHall = 0x0694797d ,
126+
127+ // ///////////
128+ // Civ Stage
129+ // ///////////
130+
131+ // / Sent when the cutscene for a new city appearing plays in civ stage
132+ kMsgCinematicNewCityAppears = 0x05668f43 ,
133+
134+ // / Sent when the captured city's buildings restart their runtime effects in civ stage
135+ kMsgCinematicCityChangeStartBuildingsEffects = 0x05f4d02a ,
136+
137+ // / Sent when the captured city's buildings swap their models in civ stage
138+ kMsgCinematicCityChangeSwapBuildings = 0x05dfb77f ,
139+
140+ // / Sent when the captured city's wall color changes in civ stage
141+ kMsgCinematicCityChangeChangeWallColor = 0x05dfb782 ,
142+
143+ // / Sent when the captured city's civilization ownership changes in civ stage
144+ kMsgCinematicCityChangeChangeCivilization = 0x05dbc31e ,
145+
146+ // / Sent when a tier 3 superweapon cutscene begins in civ stage (?)
147+ kMsgCivTriggerSuperweapon = 0x06524f8f ,
148+
149+ // / Sent when the UFO appears at the very end of civ stage
150+ kMsgShowUFOForTransition = 0x0590cd26 ,
151+
152+ // /////////////
153+ // Space Stage
154+ // /////////////
155+
156+ // / Sent when launching a space stage game form the main menu
157+ kMsgSpaceGameFromLaunchScreen = 0x02364016 ,
158+
159+ // / Sent when the player gets new tools in a space stage cutscene (TODO: Does this also get called outside of cutscenes?)
160+ kMsgCinematicSpaceGetTools = 0x06526395 ,
161+
162+ // / Sent from the cutscene where the player first picks up spice in space stage
163+ kMsgCinematicSpaceFirstSpicePickup = 0x06834927 ,
164+
165+ // / Plays the "UFO Effect" of swirly lights appearing around the player's ship in a space stage cutscene
166+ kMsgCinematicSpaceUFOEffect = 0x0665e639 ,
167+
168+ // / Sent when a new badge appears on the screen in space stage
169+ kMsgCinematicScreenBadgeEffect = 0x0665e1ab ,
170+
171+ // / Sent when the atmosphere dome goes down on a space stage colony (TODO: Does this also get called outside of cutscenes?)
172+ kMsgCinematicSpaceColonyAtmosphereDomeDown = 0x065e622c ,
173+
49174 // / Simulator::PlayerEmpireAlliedMessage; called when the player empire makes a new alliance
50175 kMsgPlayerEmpireAllied = 0x4445D43 ,
51176
@@ -58,17 +183,6 @@ namespace Simulator
58183 // / Simulator::ToolOnHitMessage; called when a space tool hits a target
59184 kMsgToolOnHit = 0x56690BB ,
60185
61- // / Simulator::ScenarioCreatureHealedMessage; called when a creature is healed (either by natural heal rate, or using a medkit) in Scenario mode
62- kMsgScenarioCreatureHealed = 0x7C789F8 ,
63-
64- // / Simulator::ScenarioEnergyConsumedMessage; sent when the player consumes captain energy
65- kMsgScenarioEnergyConsumed = 0x7C7A52E ,
66-
67- // / No data, called when pressing the undo button in the scenario editor
68- kMsgScenarioUndo = 0xC9D86390 ,
69- // / No data, called when pressing the redo button in the scenario editor
70- kMsgScenarioRedo = 0xC9D86391 ,
71-
72186 // / Message emitted by the galaxy generation effect to create stars of StarType::StarG (yellow) type.
73187 kMsgGalaxyGenerateStarG = 0x35B2B15 ,
74188 // / Message emitted by the galaxy generation effect to create stars of StarType::StarO (blue) type.
@@ -102,8 +216,47 @@ namespace Simulator
102216 // / Sent when the ownership of some star changes. No parameters.
103217 kMsgStarOwnershipChanged = 0x55BD8F7 ,
104218
105- // / Simulator::DoCinematicActionMessage ; sent to execute a single action within a cinematic stage
106- kMsgDoCinematicAction = 0x4470A41 ,
219+ // ///////////////
220+ // Scenario Mode
221+ // ///////////////
222+
223+ // / Simulator::ScenarioCreatureHealedMessage; called when a creature is healed (either by natural heal rate, or using a medkit) in Scenario mode
224+ kMsgScenarioCreatureHealed = 0x7C789F8 ,
225+
226+ // / Simulator::ScenarioEnergyConsumedMessage; sent when the player consumes captain energy
227+ kMsgScenarioEnergyConsumed = 0x7C7A52E ,
228+
229+ // / No data, called when pressing the undo button in the scenario editor
230+ kMsgScenarioUndo = 0xC9D86390 ,
231+ // / No data, called when pressing the redo button in the scenario editor
232+ kMsgScenarioRedo = 0xC9D86391 ,
233+
234+ // / Called when the captain is finished beaming down in scenario mode
235+ kMsgCinematicScenarioBeamDownComplete = 0x078eab55 ,
236+
237+ // / Removes the avatar from a scenario cutscene
238+ kMsgCinematicScenarioClearAvatar = 0x07b509fe ,
239+
240+ // / Called when the size of the talked-to creature or object is being calculated. (TODO: Seems to generate one of 3 values, how to access these?)
241+ kMsgCinematicTalkToSizeSetup = 0x07d0c530 ,
242+
243+ // / Called when the greeting style of the talked-to creature is being determined. (TODO: Seems to generate one of 5 values, how to access these?)
244+ kMsgCinematicTalkToGreetSetup = 0x07da0410 ,
245+
246+ // / Called when the textbox style of the talked-to creature or object is being determined. (TODO: Seems to generate one of 5 values, how to access these?)
247+ kMsgCinematicTalkToTextSetup = 0x0754ae8a ,
248+
249+ // / Called when the animation style (sentient, animal, epic) of the talked-to creature is being determined. (TODO: Seems to generate one of 3 values, how to access these?)
250+ kMsgCinematicTalkToAnimStyleSetup = 0x07688cad ,
251+
252+ // / Called when the animation emotion of the talked-to creature is being determined. (TODO: Seems to generate one of 5 values, how to access these?)
253+ kMsgCinematicTalkToAnimEmotionSetup = 0x07688cad ,
254+
255+ // / Called when the page waiting style (wait for next or wait for last) of the talk-to dialogue is being determined (TODO: Seems to generate one of 2 values, how to access these?)
256+ kMsgCinematicTalkToPageSetup = 0x0750d732 ,
257+
258+ // / Called when the talk-to dialogue skips a blank page
259+ kMsgCinematicTalkToSkipBlankPage = 0x07aaa58c ,
107260 };
108261
109262 class IMessageParameters
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