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  1. /***********************************************************************/
  2. /** © 2015 CD PROJEKT S.A. All rights reserved.
  3. /** THE WITCHER® is a trademark of CD PROJEKT S. A.
  4. /** The Witcher game is based on the prose of Andrzej Sapkowski.
  5. /***********************************************************************/
  6.  
  7.  
  8.  
  9.  
  10.  
  11.  
  12.  
  13.  
  14. //import class CComponent extends CNode
  15. //{
  16. // import var isStreamed: Bool;
  17. //
  18. // import function ApplyForceToPhysicalObject();
  19. //
  20. // import function ApplyForceToPhysicalObject();
  21. //modSharedImports-END
  22. //
  23. //import final function GetEntity() : CEntity;
  24. //
  25. //
  26. //import final function IsEnabled() : bool;
  27. //
  28. //
  29. //import final function SetEnabled( flag : bool );
  30. //
  31. //
  32. //import final function SetPosition( position : Vector );
  33. //
  34. //
  35. //import final function SetRotation( rotation : EulerAngles );
  36. //
  37. //
  38. //import final function SetScale( scale : Vector );
  39. //
  40. //
  41. //import final function HasDynamicPhysic() : bool;
  42. //import final function HasCollisionType( collisionTypeName : name, optional actorIndex : int, optional shapeIndex : int ) : bool;
  43. //import final function GetPhysicalObjectLinearVelocity( optional actorIndex : int ) : Vector;
  44. //import final function GetPhysicalObjectAngularVelocity( optional actorIndex : int ) : Vector;
  45. //import final function SetPhysicalObjectLinearVelocity( velocity : Vector, optional actorIndex : int ) : bool;
  46. //import final function SetPhysicalObjectAngularVelocity( velocity : Vector, optional actorIndex : int ) : bool;
  47. //import final function GetPhysicalObjectMass( optional actorIndex : int ) : Float;
  48. //import final function ApplyTorqueToPhysicalObject( torque : Vector, optional actorIndex : int );
  49. //import final function ApplyForceAtPointToPhysicalObject( force : Vector, point : Vector, optional actorIndex : int );
  50. //import final function ApplyLocalImpulseToPhysicalObject( impulse : Vector, optional actorIndex : int );
  51. //import final function ApplyTorqueImpulseToPhysicalObject( impulse : Vector, optional actorIndex : int );
  52. //import final function GetPhysicalObjectBoundingVolume( out box : Box ) : bool;
  53. //
  54. //import final function SetShouldSave( shouldSave : bool );
  55. //
  56. //
  57. //public function SignalCustomEvent( eventName : name )
  58. //{
  59. //}
  60. //}
  61.  
  62. struct SAnimMultiplyCauser
  63. {
  64. saved var id : int;
  65. saved var mul : float;
  66. };
  67.  
  68.  
  69.  
  70.  
  71.  
  72. //import class CInteractionAreaComponent extends CComponent
  73. //{
  74. // import var rangeMin: Float;
  75. // import var rangeMax: Float;
  76. // import var rangeAngle: Uint32;
  77. // import var height: Float;
  78. // import var isPlayerOnly: Bool;
  79. // import var isEnabled: Bool;
  80. // import var manualTestingOnly: Bool;
  81. // import var checkLineOfSight: Bool;
  82. // import var alwaysVisibleRange: Float;
  83. // import var lineOfSightOffset: Vector;
  84. // import var lineOfSightOffset: Vector;
  85. // //modSharedImports-END
  86. // import var performScriptedTest : bool;
  87. //
  88. // import final function GetRangeMin() : float;
  89. // import final function GetRangeMax() : float;
  90. //
  91. // import final function SetRanges( rangeMin : float, rangeMax : float, height : float );
  92. // import final function SetRangeAngle( rangeAngle : int );
  93. //
  94. // import final function SetCheckLineOfSight( flag : bool );
  95. //}
  96.  
  97.  
  98.  
  99.  
  100.  
  101. //import class CInteractionComponent extends CInteractionAreaComponent
  102. //{
  103. // import var actionName: String;
  104. // import var checkCameraVisibility: Bool;
  105. // import var reportToScript: Bool;
  106. // import var reportToScript: Bool;
  107. //modSharedImports-END
  108. // import protected var isEnabledInCombat : bool;
  109. // import protected var shouldIgnoreLocks : bool;
  110. //
  111. // private editable var isEnabledOnHorse : bool;
  112. // default isEnabledOnHorse = false;
  113. //
  114. // editable var aimVector : Vector;
  115. // editable var iconOffset : Vector;
  116. //
  117. // editable var iconOffsetSlotName : name;
  118. // default iconOffsetSlotName = 'icon';
  119. //
  120. // hint aimVector = "Offset from component center for camera to check whether the component is visible";
  121. // hint iconOffset = "Offset from component center where the interaction icon will be shown";
  122. // hint iconOffsetSlotName = "If there is a slot with the name, the icon offset position will match this slot position";
  123. //
  124. // public function IsEnabledOnHorse() : bool { return isEnabledOnHorse; }
  125. //
  126. // public function IsEnabledInCombat() : bool {return isEnabledInCombat;}
  127. //
  128. // public function ShouldIgnoreLocks() : bool {return shouldIgnoreLocks;}
  129. //
  130. //
  131. // import final function GetActionName() : string;
  132. //
  133. //
  134. // import final function SetActionName( actionName : string );
  135. //
  136. //
  137. // import final function GetInteractionFriendlyName() : string;
  138. //
  139. // import final function GetInteractionKey() : int;
  140. //
  141. // import final function GetInputActionName() : name;
  142. //
  143. //
  144. //
  145. // public function EnableInCombat( enable : bool )
  146. // {
  147. // isEnabledInCombat = enable;
  148. // }
  149. //
  150. // public final function SetIconOffset( offset : Vector )
  151. // {
  152. // iconOffset = offset;
  153. // }
  154. //
  155. // event OnInteraction( actionName : string, activator : CEntity )
  156. // {
  157. //
  158. // if ( theGame.GetInteractionsManager().GetActiveInteraction() == this )
  159. // {
  160. // if ( thePlayer.IsInCombat() && !thePlayer.IsSwimming() )
  161. // {
  162. // if ( IsEnabledInCombat() )
  163. // return false;
  164. // else
  165. // return true;
  166. // }
  167. // else if ( thePlayer.IsInCombatAction() || thePlayer.IsCrossbowHeld() )
  168. // return true;
  169. // else
  170. // return false;
  171. // }
  172. // else
  173. // return true;
  174. //
  175. // }
  176.  
  177. public final function UpdateIconOffset()
  178. {
  179. var l_entity : CEntity;
  180. var l_localToWorld : Matrix;
  181. var l_worldToLocal : Matrix;
  182. var l_slotMatrix : Matrix;
  183. var l_slotWorldPos : Vector;
  184. var l_offset : Vector;
  185. var l_box : Box;
  186.  
  187. if( !IsNameValid( iconOffsetSlotName ) ) return;
  188.  
  189. l_entity = GetEntity();
  190.  
  191. if( l_entity.CalcEntitySlotMatrix( iconOffsetSlotName, l_slotMatrix ) )
  192. {
  193. l_localToWorld = GetLocalToWorld();
  194. l_worldToLocal = MatrixGetInverted( l_localToWorld );
  195.  
  196. l_slotWorldPos = MatrixGetTranslation( l_slotMatrix );
  197. l_offset = VecTransform( l_worldToLocal , l_slotWorldPos );
  198.  
  199. SetIconOffset( l_offset );
  200. }
  201. }
  202. }
  203.  
  204.  
  205.  
  206.  
  207.  
  208. import class CAnimatedComponent extends CComponent
  209. {
  210. import var ragdoll: CRagdoll;
  211. import var ragdollCollisionType: CPhysicalCollision;
  212. import var skeleton: CSkeleton;
  213. import var animationSets: array<CSkeletalAnimationSet>;
  214. import var behaviorInstanceSlots: array<SBehaviorGraphInstanceSlot>;
  215. import var useExtractedMotion: Bool;
  216. import var stickRagdollToCapsule: Bool;
  217. import var includedInAllAppearances: Bool;
  218. import var savable: Bool;
  219. import var defaultBehaviorAnimationSlotNode: CName;
  220. import var isFrozenOnStart: Bool;
  221. import var defaultSpeedConfigKey: CName;
  222. import var overrideBudgetedTickDistance: Float;
  223. import var overrideDisableTickDistance: Float;
  224. import var runtimeBehaviorInstanceSlots: array<SBehaviorGraphInstanceSlot>;
  225.  
  226. //import function GetMoveDirWorldSpace();
  227. //
  228. //import function GetMoveDirWorldSpace();
  229. //modSharedImports-END
  230. var nextFreeAnimMultCauserId : int;
  231. default nextFreeAnimMultCauserId = 0;
  232.  
  233. var animationMultiplierCausers : array<SAnimMultiplyCauser>;
  234.  
  235.  
  236. import final latent function ActivateBehaviors( names : array< name > ) : bool;
  237.  
  238.  
  239. import final latent function AttachBehavior( instanceName : name ) : bool;
  240.  
  241.  
  242. import final function DetachBehavior( instanceName : name ) : bool;
  243.  
  244.  
  245. import final function GetBehaviorVariable( varName : name ) : float;
  246.  
  247.  
  248. import final function GetBehaviorVectorVariable( varName : name ) : Vector;
  249.  
  250.  
  251. import final function SetBehaviorVariable( varName : name, varValue : float ): bool;
  252.  
  253.  
  254. import final function SetBehaviorVectorVariable( varName : name, varValue : Vector ) : bool;
  255.  
  256.  
  257. import final function DisplaySkeleton( bone : bool, optional axis : bool, optional names : bool );
  258.  
  259.  
  260. import final function GetAnimationTimeMultiplier() : float;
  261.  
  262.  
  263. import final function DontUpdateByOtherAnimatedComponent();
  264. import final function UpdateByOtherAnimatedComponent( slaveComponent : CAnimatedComponent );
  265.  
  266.  
  267.  
  268.  
  269.  
  270. import final function SetAnimationTimeMultiplier( mult : float );
  271.  
  272.  
  273. public function SetAnimationSpeedMultiplier(mul : float) : int
  274. {
  275. var causer : SAnimMultiplyCauser;
  276. var finalMul : float;
  277.  
  278.  
  279. causer.mul = mul;
  280. causer.id = nextFreeAnimMultCauserId;
  281.  
  282. nextFreeAnimMultCauserId += 1;
  283.  
  284. animationMultiplierCausers.PushBack(causer);
  285.  
  286.  
  287. SetAnimationTimeMultiplier(CalculateFinalAnimationSpeedMultiplier());
  288.  
  289. return causer.id;
  290. }
  291.  
  292.  
  293. private function CalculateFinalAnimationSpeedMultiplier() : float
  294. {
  295. if(animationMultiplierCausers.Size() > 0)
  296. return animationMultiplierCausers[animationMultiplierCausers.Size()-1].mul;
  297.  
  298. return 1;
  299. }
  300.  
  301.  
  302. public function ResetAnimationSpeedMultiplier(id : int)
  303. {
  304. var i,size : int;
  305.  
  306. size = animationMultiplierCausers.Size();
  307. if(size == 0)
  308. return;
  309.  
  310. for(i=size-1; i>=0; i-=1)
  311. if(animationMultiplierCausers[i].id == id)
  312. animationMultiplierCausers.Erase(i);
  313.  
  314. if(animationMultiplierCausers.Size()+1 != size)
  315. {
  316. LogAssert(false, "CAnimatedComponent.ResetAnimationMultiplier: invalid causer ID passed, nothing removed!");
  317. return;
  318. }
  319.  
  320. SetAnimationTimeMultiplier(CalculateFinalAnimationSpeedMultiplier());
  321. }
  322.  
  323.  
  324. import final function GetMoveSpeedAbs() : float;
  325.  
  326.  
  327. import final function GetMoveSpeedRel() : float;
  328.  
  329.  
  330. import final function RaiseBehaviorEvent( eventName : name ) : bool;
  331.  
  332.  
  333. import final function RaiseBehaviorForceEvent( eventName : name ) : bool;
  334.  
  335.  
  336. import final function FindNearestBoneWS( out position : Vector ) : int;
  337.  
  338. import final function FindNearestBoneToEdgeWS( a : Vector, b : Vector ) : int;
  339.  
  340.  
  341. import final function GetCurrentBehaviorState( optional instanceName : name ) : string;
  342.  
  343.  
  344. import final function FreezePose();
  345.  
  346.  
  347. import final function UnfreezePose();
  348.  
  349.  
  350. import final function FreezePoseFadeIn( fadeInTime : float );
  351.  
  352.  
  353. import final function UnfreezePoseFadeOut( fadeOutTime : float );
  354.  
  355.  
  356. import final function HasFrozenPose() : bool;
  357.  
  358.  
  359. import final function SyncTo( slaveComponent : CAnimatedComponent, ass : SAnimatedComponentSyncSettings ) : bool;
  360.  
  361.  
  362. import final function UseExtractedMotion() : bool;
  363.  
  364.  
  365. import final function SetUseExtractedMotion( use : bool );
  366.  
  367.  
  368. import final function HasRagdoll() : bool;
  369.  
  370. import final function GetRagdollBoneName( actorIndex : int ) : name;
  371.  
  372.  
  373. import final function StickRagdollToCapsule( stick : bool);
  374.  
  375.  
  376. import final function PlaySlotAnimationAsync( animation : name, slotName : name, optional settings : SAnimatedComponentSlotAnimationSettings ) : bool;
  377.  
  378.  
  379. import final function PlaySkeletalAnimationAsync ( animation : name, optional looped : bool ) : bool;
  380.  
  381. import final function GetBoneMatrixMovementModelSpaceInAnimation( boneIndex : int, animation : name, time : float, deltaTime : float, out boneAtTimeMS : Matrix, out boneWithDeltaTimeMS : Matrix );
  382. }
  383.  
  384.  
  385.  
  386. //import class CDropPhysicsComponent extends CComponent
  387. //{
  388. // import var dropSetups: array<CDropPhysicsSetup>;
  389. // import var dropSetups: array<CDropPhysicsSetup>;
  390. //modSharedImports-END
  391. // import final function DropMeshByName( meshName : string,
  392. // optional direction : Vector ,
  393. // optional curveName : name ) : bool;
  394. // import final function DropMeshByTag( meshTag : name,
  395. // optional direction : Vector ,
  396. // optional curveName : name ) : bool;
  397. //}
  398.  
  399.  
  400.  
  401. enum EDismembermentEffectTypeFlags
  402. {
  403. DETF_Base = 1,
  404. DETF_Igni = 2,
  405. DETF_Aaard = 4,
  406. DETF_Yrden = 8,
  407. DETF_Quen = 16,
  408. DETF_Mutation6 = 32,
  409. };
  410.  
  411.  
  412.  
  413. import class CDismembermentComponent extends CComponent
  414. {
  415. import final function IsWoundDefined( woundName : name ) : bool;
  416. import final function SetVisibleWound( woundName : name, optional spawnEntity : bool, optional createParticles : bool,
  417. optional dropEquipment : bool, optional playSound : bool,
  418. optional direction : Vector, optional playedEffectsMask : int );
  419. import final function ClearVisibleWound();
  420. import final function GetVisibleWoundName() : name;
  421. import final function CreateWoundParticles( woundName : name ) : bool;
  422. import final function GetNearestWoundName( positionMS : Vector, normalMS : Vector,
  423. optional woundTypeFlags : EWoundTypeFlags ) : name;
  424. import final function GetNearestWoundNameForBone( boneIndex : int, normalWS : Vector,
  425. optional woundTypeFlags : EWoundTypeFlags ) : name;
  426. import final function GetWoundsNames( out names : array< name >,
  427. optional woundTypeFlags : EWoundTypeFlags );
  428. import final function IsExplosionWound( woundName : name ) : bool;
  429. import final function IsFrostWound( woundName : name ) : bool;
  430. import final function GetMainCurveName( woundName : name ) : name;
  431. }
  432.  
  433.  
  434.  
  435.  
  436.  
  437. //import class CBoundedComponent extends CComponent
  438. //{
  439. // import var boundingBox: Box;
  440. // import var boundingBox: Box;
  441. //modSharedImports-END
  442. // import final function GetBoundingBox() : Box;
  443. //}
  444.  
  445. import class CAreaComponent extends CBoundedComponent
  446. {
  447. import var height: Float;
  448. import var color: Color;
  449. import var terrainSide: EAreaTerrainSide;
  450. import var clippingMode: EAreaClippingMode;
  451. import var clippingAreaTags: TagList;
  452. import var saveShapeToLayer: Bool;
  453. import var localPoints: array<Vector>;
  454. import var worldPoints: array<Vector>;
  455. import var worldPoints: array<Vector>;
  456.  
  457. import function GetLocalPoints();
  458. import function GetBoudingAreaRadius();
  459. //modSharedImports-END
  460.  
  461.  
  462.  
  463. import final function TestEntityOverlap( ent : CEntity ) : Bool;
  464.  
  465. import final function TestPointOverlap( point : Vector ) : Bool;
  466.  
  467. import final function GetWorldPoints( out points : array< Vector > );
  468. }
  469.  
  470.  
  471.  
  472.  
  473.  
  474. //import class CDrawableComponent extends CBoundedComponent
  475. //{
  476. // import var renderingPlane: ERenderingPlane;
  477. //
  478. //import function EnableLightChannels(flag: bool);
  479. //import function AreLightChannelsEnabled() : bool;
  480. //
  481. // //import function EnableLightChannels(flag: bool);
  482. // import function AreLightChannelsEnabled() : bool;
  483. //modSharedImports-END
  484. //
  485. //import final function IsVisible() : bool;
  486. //
  487. //
  488. //import final function SetVisible( flag : bool );
  489. //
  490. //
  491. //
  492. //
  493. //
  494. //import final function SetCastingShadows ( flag : bool );
  495. //
  496. //
  497. //public function GetObjectBoundingVolume( out box : Box ) : bool
  498. //{
  499. // return GetPhysicalObjectBoundingVolume( box );
  500. //}
  501. //}
  502.  
  503.  
  504.  
  505.  
  506.  
  507. //import class CRigidMeshComponent extends CStaticMeshComponent
  508. //{
  509. // import var motionType: EMotionType;
  510. // import var linearDamping: Float;
  511. // import var angularDamping: Float;
  512. // import var linearVelocityClamp: Float;
  513. // import var linearVelocityClamp: Float;
  514. //modSharedImports-END
  515. //
  516. // import function EnableBuoyancy( enable : bool ) : bool;
  517. //}
  518.  
  519.  
  520.  
  521.  
  522.  
  523. //import class CDecalComponent extends CDrawableComponent
  524. //{
  525. // import var diffuseTexture: CBitmapTexture;
  526. // import var specularity: Float;
  527. // import var specularColor: Color;
  528. // import var normalThreshold: Float;
  529. // import var autoHideDistance: Float;
  530. // import var verticalFlip: Bool;
  531. // import var horizontalFlip: Bool;
  532. // import var fadeTime: Float;
  533. // import var fadeTime: Float;
  534. //modSharedImports-END
  535. //}
  536.  
  537.  
  538.  
  539.  
  540.  
  541. //import class CNormalBlendComponent extends CComponent
  542. //{
  543. // import var useMainTick: Bool;
  544. // import var sourceMaterial: IMaterial;
  545. // import var sourceNormalTexture: ITexture;
  546. // import var normalBlendMaterial: CMaterialInstance;
  547. // import var normalBlendAreas: array<Vector>;
  548. // import var normalBlendMaterial: CMaterialInstance;
  549. // import var normalBlendAreas: array<Vector>;
  550. //modSharedImports-END
  551. //}
  552. //
  553. //
  554. //
  555. //
  556. //
  557. //import class CSpriteComponent extends CComponent
  558. //{
  559. // import var isVisible: Bool;
  560. // import var icon: CBitmapTexture;
  561. // import var icon: CBitmapTexture;
  562. //modSharedImports-END
  563. //}
  564.  
  565.  
  566.  
  567.  
  568.  
  569. import class CWayPointComponent extends CSpriteComponent
  570. {
  571. }
  572.  
  573.  
  574.  
  575.  
  576.  
  577. enum ETriggerChannels
  578. {
  579. TC_Default = 1,
  580. TC_Player = 2,
  581. TC_Camera = 4,
  582. TC_NPC = 8,
  583. TC_SoundReverbArea = 16,
  584. TC_SoundAmbientArea = 32,
  585. TC_Quest = 64,
  586. TC_Projectiles = 128,
  587. TC_Horse = 256,
  588. TC_Custom0 = 65536,
  589. TC_Custom1 = 131072,
  590. TC_Custom2 = 262144,
  591. TC_Custom3 = 524288,
  592. TC_Custom4 = 1048576,
  593. TC_Custom5 = 2097152,
  594. TC_Custom6 = 4194304,
  595. TC_Custom7 = 8388608,
  596. TC_Custom8 = 16777216,
  597. TC_Custom9 = 33554432,
  598. TC_Custom10 = 67108864,
  599. TC_Custom11 = 134217728,
  600. TC_Custom12 = 268435456,
  601. TC_Custom13 = 536870912,
  602. TC_Custom14 = 1073741824,
  603. };
  604.  
  605.  
  606.  
  607.  
  608.  
  609. //import class CTriggerAreaComponent extends CAreaComponent
  610. //{
  611. // import var isEnabled: Bool;
  612. // import var triggerPriority: Uint32;
  613. // import var enableCCD: Bool;
  614. //import var excludedChannels: ETriggerChannel; -- unable to convert ETriggerChannel to script type
  615. // import var triggerPriority: Uint32;
  616. // import var enableCCD: Bool;
  617. //modSharedImports-END
  618. //
  619. // import final function SetChannelMask( includedChannels, excludedChannes : int );
  620. //
  621. //
  622. // import final function AddIncludedChannel( channel : ETriggerChannels );
  623. //
  624. //
  625. // import final function RemoveIncludedChannel( channel : ETriggerChannels );
  626. //
  627. //
  628. // import final function AddExcludedChannel( channel : ETriggerChannels );
  629. //
  630. //
  631. // import final function RemoveExcludedChannel( channel : ETriggerChannels );
  632. //
  633. //
  634. // public function GetGameplayEntitiesInArea( out entities : array< CGameplayEntity >, optional range : float, optional onlyActors : bool )
  635. // {
  636. // var i, curr, size : int;
  637. // var source : CEntity;
  638. // var box : Box;
  639. //
  640. // box = GetBoundingBox();
  641. // if ( range == 0 )
  642. // {
  643. // range = GetBoxRange( box );
  644. // }
  645. // else
  646. // {
  647. // range = MinF( range, GetBoxRange( box ) );
  648. // }
  649. //
  650. // source = GetEntity();
  651. // if ( onlyActors )
  652. // {
  653. // FindGameplayEntitiesInRange( entities, source, range, 1000, , FLAG_ExcludeTarget + FLAG_OnlyActors, (CGameplayEntity)source );
  654. // }
  655. // else
  656. // {
  657. // FindGameplayEntitiesInRange( entities, source, range, 1000, , FLAG_ExcludeTarget, (CGameplayEntity)source );
  658. // }
  659. //
  660. // size = entities.Size();
  661. // curr = 0;
  662. // for ( i = 0; i < size; i+=1 )
  663. // {
  664. // if ( TestEntityOverlap( entities[ i ] ) )
  665. // {
  666. // entities[ curr ] = entities[ i ];
  667. // curr += 1;
  668. // }
  669. // }
  670. // entities.Resize( curr );
  671. // }
  672. //}
  673.  
  674.  
  675.  
  676.  
  677.  
  678. //import class CTriggerActivatorComponent extends CComponent
  679. //{
  680. // import var radius: Float;
  681. // import var height: Float;
  682. // import var enableCCD: Bool;
  683. // import var maxContinousDistance: Float;
  684. // import var enableCCD: Bool;
  685. // import var maxContinousDistance: Float;
  686. //modSharedImports-END
  687. //
  688. // import final function SetRadius( radius : float );
  689. //
  690. //
  691. // import final function SetHeight( height : float );
  692. //
  693. //
  694. // import final function GetRadius() : float;
  695. //
  696. //
  697. // import final function GetHeight() : float;
  698. //
  699. //
  700. // import final function AddTriggerChannel( channel : ETriggerChannels );
  701. //
  702. //
  703. // import final function RemoveTriggerChannel( channel : ETriggerChannels );
  704. //}
  705.  
  706.  
  707.  
  708.  
  709.  
  710. import class CCombatDataComponent extends CComponent
  711. {
  712.  
  713. import final function GetAttackersCount() : int;
  714. import final function GetTicketSourceOwners( out actors : array< CActor >, ticketName : name );
  715. import final function HasAttackersInRange( range : float ) : bool;
  716.  
  717.  
  718. import final function TicketSourceOverrideRequest( ticketName : name, ticketsCountMod : int, minimalImportanceMod : float ) : int;
  719.  
  720. import final function TicketSourceClearRequest( ticketName : name, requestId : int ) : bool;
  721.  
  722. import final function ForceTicketImmediateImportanceUpdate( ticketName : name );
  723.  
  724. }
  725. //modSharedImports-START
  726. //import class CDestructionSystemComponent extends CDrawableComponent
  727. //{
  728. // import final function GetFractureRatio() : float;
  729. // import final function ApplyFracture() : bool;
  730. // import final function IsDestroyed() : bool;
  731. // import final function IsObstacleDisabled() : bool;
  732. //
  733. //
  734. // public function GetObjectBoundingVolume( out box : Box ) : bool
  735. // {
  736. //
  737. // box = GetBoundingBox();
  738. // if ( box.Min != box.Max )
  739. // {
  740. // return true;
  741. // }
  742. //
  743. // return GetPhysicalObjectBoundingVolume( box );
  744. // }
  745. //}
  746. //modSharedImports-END
  747.  
  748. //{
  749. // import final function ApplyFracture() : bool;
  750. // import final function IsDestroyed() : bool;
  751. // import final function IsObstacleDisabled() : bool;
  752. //
  753. //
  754. // public function GetObjectBoundingVolume( out box : Box ) : bool
  755. // {
  756. //
  757. // box = GetBoundingBox();
  758. // if ( box.Min != box.Max )
  759. // {
  760. // return true;
  761. // }
  762. //
  763. // return GetPhysicalObjectBoundingVolume( box );
  764. // }
  765. //}
  766. //modSharedImports-END
  767. //import class CSoundAmbientAreaComponent extends CSoftTriggerAreaComponent
  768. //{
  769. //}
  770. //modSharedImports-END
  771. //}
  772. //modSharedImports-END
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