trade_start
Код
callback(GameObject::eTradeStart)();
trade_stop
Код
callback(GameObject::eTradeStop)();
trade_sell_buy_item
Код
Actor()->callback (GameObject::eTradeSellBuyItem)(pItem->object().lua_game_object(), bDir, dwTransferMoney);
trade_perform_operation
Код
smart_cast<CAI_Trader*>(pThis.base)->callback(GameObject::eTradePerformTradeOperation)(money_get, money_put);
trader_global_anim_request
Код
m_trader->callback(GameObject::eTraderGlobalAnimationRequest)();
trader_head_anim_request
Код
m_trader->callback(GameObject::eTraderHeadAnimationRequest)();
trader_sound_end
Код
m_trader->callback (GameObject::eTraderSoundEnd)();
zone_enter
Код
callback(GameObject::eZoneEnter)(lua_game_object(),l_tpGameObject->lua_game_object());
zone_exit
Код
callback(GameObject::eZoneExit)(lua_game_object(),l_tpGameObject->lua_game_object());
level_border_exit
Код
callback(GameObject::eExitLevelBorder)(lua_game_object());
level_border_enter
Код
callback(GameObject::eEnterLevelBorder)(lua_game_object());
death
Код
callback(GameObject::eDeath)(lua_game_object(), who_object ? who_object->lua_game_object() : 0);
callback(GameObject::eDeath)(lua_game_object(),who_object ? who_object : 0);
callback(GameObject::eDeath)(lua_game_object(),who_object ? who_object : 0);
patrol_path_in_point
Код
m_game_object->callback (GameObject::ePatrolPathInPoint)(m_game_object->lua_game_object(),u32(ScriptEntity::eActionTypeMovement),m_curr_point_index);
inventory_pda
Нету
inventory_info
Код
callback(GameObject::eInventoryInfo)(lua_game_object(), *info_id);
article_info
Код
callback(GameObject::eArticleInfo)(lua_game_object(), g, n, _atype);
use_object
Код
Actor()->callback(GameObject::eUseObject)((smart_cast<CGameObject*>(pIItem))->lua_game_object());
pThis->callback(GameObject::eUseObject)(pThis->lua_game_object(),who_use->lua_game_object());
pThis->callback(GameObject::eUseObject)(pThis->lua_game_object(),who_use->lua_game_object());
hit
Код
object().callback(GameObject::eHit)(
m_object->lua_game_object(),
amount,
vLocalDir,
smart_cast<const CGameObject*>(who)->lua_game_object(),
element
);
callback(GameObject::eHit)(
lua_game_object(),
HDS.power,
HDS.dir,
smart_cast<const CGameObject*>(HDS.who)->lua_game_object(),
HDS.bone()
);
callback(GameObject::eHit)(
lua_game_object(),
HDS.power,
HDS.dir,
smart_cast<const CGameObject*>(HDS.who)->lua_game_object(),
HDS.bone()
);
callback(GameObject::eHit)(
lua_game_object(),
amount,
vLocalDir,
smart_cast<const CGameObject*>(who)->lua_game_object(),
element
);
m_object->lua_game_object(),
amount,
vLocalDir,
smart_cast<const CGameObject*>(who)->lua_game_object(),
element
);
callback(GameObject::eHit)(
lua_game_object(),
HDS.power,
HDS.dir,
smart_cast<const CGameObject*>(HDS.who)->lua_game_object(),
HDS.bone()
);
callback(GameObject::eHit)(
lua_game_object(),
HDS.power,
HDS.dir,
smart_cast<const CGameObject*>(HDS.who)->lua_game_object(),
HDS.bone()
);
callback(GameObject::eHit)(
lua_game_object(),
amount,
vLocalDir,
smart_cast<const CGameObject*>(who)->lua_game_object(),
element
);
sound
Код
object().callback(GameObject::eSound)(
object().lua_game_object(),
(*I).m_lua_game_object,
(*I).m_sound_type,
(*I).m_position,
(*I).m_sound_power
);
object().lua_game_object(),
(*I).m_lua_game_object,
(*I).m_sound_type,
(*I).m_position,
(*I).m_sound_power
);
action_movement
Код
m_game_object->callback (GameObject::ePatrolPathInPoint)(m_game_object->lua_game_object(),u32(ScriptEntity::eActionTypeMovement),m_curr_point_index);
object().callback(GameObject::eActionTypeMovement)(object().lua_game_object(),u32(eActionTypeMovement), -1);
object().callback(GameObject::eActionTypeMovement)(object().lua_game_object(),u32(eActionTypeMovement), -1);
action_watch
Код
object().callback(GameObject::eActionTypeWatch)(object().lua_game_object(),u32(eActionTypeWatch));
action_animation
Код
l_tpScriptMonster->object().callback(GameObject::eActionTypeAnimation)(l_tpScriptMonster->object().lua_game_object(),u32(eActionTypeAnimation));
action_sound
Код
object().callback(GameObject::eActionTypeSound)(object().lua_game_object(),u32(eActionTypeSound));
action_particle
Код
object().callback(GameObject::eActionTypeParticle)(object().lua_game_object(),u32(eActionTypeParticle));
action_object
Код
object().callback(GameObject::eActionTypeObject)(object().lua_game_object(),u32(eActionTypeObject));
actor_sleep
Код
Нету
helicopter_on_point
Код
parent->callback(GameObject::eHelicopterOnPoint)(dist,currP, currPatrolVertex ? currPatrolVertex->vertex_id() : -1);
parent->callback(GameObject::eHelicopterOnPoint)(dist,currP, -1);
parent->callback(GameObject::eHelicopterOnPoint)(dist,currP, -1);
helicopter_on_hit
Код
callback(GameObject::eHelicopterOnHit)(pHDS->damage(),pHDS->impulse,pHDS->hit_type,pHDS->who->ID());
on_item_take
Код
object->callback(GameObject::eOnItemTake)(inventory_item->object().lua_game_object());
on_item_drop
Код
object->callback(GameObject::eOnItemDrop)(inventory_item->object().lua_game_object());
script_animation
Код
object().callback (GameObject::eScriptAnimation) ();
task_state
Код
Actor()->callback(GameObject::eTaskStateChange)(parent, this, task_state);
take_item_from_box
Код
Actor()->callback(GameObject::eInvBoxItemTake)( this->lua_game_object(), GO->lua_game_object() );
map_location_added
Код
Actor()->callback(GameObject::eMapLocationAdded)(*spot_type, id);
ЧН добавил ещё:
action_removed
Код
object().callback(GameObject::eActionTypeRemoved)(object().lua_game_object(),u32(eActionTypeRemoved));
weapon_no_ammo
Код
Actor()->callback(GameObject::eWeaponNoAmmoAvailable)(lua_game_object(), AC);