home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
The Games Machine 131
/
XENIATGM131.iso
/
Goodies
/
I-WAR 2 Egde of Chaos - New SDK
/
IW2-EOC_Pog_Scripting_SDK.exe
/
include
/
Object.h
< prev
next >
Wrap
C/C++ Source or Header
|
2002-01-14
|
7KB
|
249 lines
//
// (c) 1999 Particle Systems Ltd. All Rights Reserved
//
// Object.h
//
// API for the package 'Object'.
//
// Revision control information:
//
// $Header: /flux/packages/Object.h 9 27/11/00 21:45 Will $
//
#include "Flux.h"
#ifdef FLUX_COMPILE
FLUX_DECLARE_EXTENSION(Object);
#ifdef FLUX_LIB
#if _MSC_VER >= 1000
#pragma comment( lib, "Object" )
#endif // _MSC_VER >= 1000
#endif // FLUX_LIB
#else
// Accessors for object properties ////////////////////////////////////////////
//
// float Object.FloatProperty( hobject o, string property )
//
// Retrieve the float property value for the object
//
prototype float Object.FloatProperty( hobject o, string property );
//
// int Object.IntProperty( hobject o, string property )
//
// Retrieve the integer property value for the object
//
prototype int Object.IntProperty( hobject o, string property );
//
// int Object.BoolProperty( hobject o, string property )
//
// Retrieve the bool property value for the object
//
prototype bool Object.BoolProperty( hobject o, string property );
//
// int Object.IDModulus( hobject o, int modulus );
//
// Return the modulus of the object's id with the int supplied.
//
prototype int Object.IDModulus( hobject o, int modulus );
//
// hobject Object.HandleProperty( hobject o, string property )
//
// Retrieve the handle property value for the object
//
prototype hobject Object.HandleProperty( hobject o, string property );
//
// string Object.StringProperty( hobject o, string property )
//
// Retrieve the string property value for the object
//
prototype string Object.StringProperty( hobject o, string property );
//
// list Object.ListProperty( hobject o, string property )
//
// Retrieve the object property value for the object
prototype list Object.ListProperty( hobject o, string property );
//
// float Object.VectorPropertyX( hobject o, string property )
//
// Retrieve the x coordinate of the vector property value for the object
//
prototype float Object.VectorPropertyX( hobject o, string property );
//
// float Object.VectorPropertyY( hobject o, string property )
//
// Retrieve the y coordinate of the vector property value for the object
//
prototype float Object.VectorPropertyY( hobject o, string property );
//
// float Object.VectorPropertyZ( hobject o, string property )
//
// Retrieve the z coordinate of the vector property value for the object
//
prototype float Object.VectorPropertyZ( hobject o, string property );
// Settor for object properties ///////////////////////////////////////////////
//
// Object.SetFloatProperty( hobject o, string property, float value )
//
// Set the float property value for the object
//
prototype Object.SetFloatProperty( hobject o, string property,
float value );
//
// Object.SetIntProperty( hobject o, string property, int value )
//
// Set the int property value for the object
//
prototype Object.SetIntProperty( hobject o, string property,
int value );
//
// Object.SetBoolProperty( hobject o, string property, bool value )
//
// Set the Bool property value for the object
//
prototype Object.SetBoolProperty( hobject o, string property,
bool value );
//
// Object.SetHandleProperty( hobject o, string property, handle value )
//
// Set the handle property value for the object
//
prototype Object.SetHandleProperty( hobject o, string property,
hobject value );
//
// Object.SetStringProperty( hobject o, string property, string value )
//
// Set the string property value for the object
//
prototype Object.SetStringProperty( hobject o, string property,
string value );
//
// Object.SetListProperty( hobject o, string property, list value )
//
// Set the list property value for the object
//
prototype Object.SetListProperty( hobject o, string property, list value );
//
// Object.SetVectorProperty( hobject o,
// string property,
// float x, float y, float z )
//
// Set a vector property value for the object
//
prototype Object.SetVectorProperty( hobject o,
string property,
float x,
float y,
float z );
// Query existence ////////////////////////////////////////////////////////////
//
// bool Object.PropertyExists( hobject o, string property )
//
// Does the object implement this property?
//
prototype bool Object.PropertyExists( hobject o, string property );
// Add user properties /////////////////////////////////////////////////////
//
// bool Object.AddFloatProperty( hobject o, string property, float value )
//
// Attach float property to the sim, if it does not overwrite inbuilt
// properties
//
prototype bool Object.AddFloatProperty( hobject o, string property,
float value );
//
// bool Object.AddIntProperty( hobject o, string property, int value )
//
// Attach int property to the sim, if it does not overwrite inbuilt
// properties
//
prototype bool Object.AddIntProperty( hobject o, string property,
int value );
//
// Object.AddBoolProperty( hobject o, string property, bool value )
//
// Add the Bool property value to the object
//
prototype Object.AddBoolProperty( hobject o, string property,
bool value );
//
// bool Object.AddHandleProperty( hobject o, string property, hobject value )
//
// Attach handle property to the sim, if it does not overwrite inbuilt
// properties
//
prototype bool Object.AddHandleProperty( hobject o, string property,
hobject value );
//
// bool Object.AddStringProperty( hobject o, string property, string value )
//
// Attach string property to the sim, if it does not overwrite inbuilt
// properties
//
prototype bool Object.AddStringProperty( hobject o, string property,
string value );
//
// bool Object.AddListProperty( hobject o, string property, list value )
//
// Attach list property to the sim
//
prototype bool Object.AddListProperty( hobject o, string property, list value );
//
// Object.AddVectorProperty( hobject o,
// string property,
// float x, float y, float z )
//
// Attach vector property to the sim, if it does not overwrite inbuilt
// properties
//
prototype Object.AddVectorProperty( hobject o,
string property,
float x,
float y,
float z );
// Remove user properties /////////////////////////////////////////////////////
//
// Object.RemoveProperty( hobject o, string property )
//
// Remove user property from object. Inbuilt properties cannot be removed
// using this method
//
prototype Object.RemoveProperty( hobject o, string property );
#endif // FLUX_LIB