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akinterface.inc
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#if defined _akinterface_inc
#endinput
#endif
#define _akinterface_inc
enum eQueuing
{
Q_OVERRIDE,
Q_URGENT,
Q_ENQUEUE,
Q_CYCLE,
Q_IDLE,
Q_NEXT, // will be next executed command, right after the current one is finished
Q_UNDEFINED, // use the default queuing of the command (Q_URGENT for immediate commands, Q_OVERRIDE for the rest)
};
enum eMissionState
{
MS_IN_PROGRESS,
MS_ACCOMPLISHED,
MS_FAILED
};
enum eObjectiveType
{
OT_PRIMARY,
OT_SECONDARY,
OT_HIDDEN
};
enum eObjectiveState
{
OS_SLEEPING,
OS_IN_PROGRESS,
OS_COMPLETED,
OS_FAILED,
OS_CANCELLED
};
enum eFiringBehavior
{
FB_HOLD_FIRE,
FB_RETURN_FIRE,
FB_FIRE_AT_WILL,
FB_UNMODIFIED = 100
};
enum eMovementBehavior
{
MB_HOLD_POSITION,
MB_MOVE_IN_VICINITY,
MB_MOVE_FREELY,
MB_UNMODIFIED = 100
};
enum eDestEmptyBehav
{
DB_UNDEFINED = 0,
DB_DISABLED = 1,
DB_ENABLED = 2,
DB_WRECKSONLY = 3,
DB_VEHICLE = 4,
DB_UNMODIFIED = 100
};
enum eUnmountBehav
{
UB_UNDEFINED = 0,
UB_NEVER = 1,
UB_AT_WILL = 2,
UB_EVAC = 3,
UB_ENEMY_BEHIND = 4,
UB_UNMODIFIED = 100
};
enum eMountBehav
{
MOB_NEVER = 1,
MOB_WHEN_ENEMY_SEEN = 2,
MOB_WHEN_OUTNUMBERED = 4,
MOB_WHEN_INJURED = 5,
MOB_AT_WILL = 6,
MOB_UNMODIFIED = 100
};
enum eMountTargetPref
{
MTP_UNDEFINED = 0,
MTP_ATTACK = 1,
MTP_DEFEND = 2,
MTP_UNMODIFIED = 100
};
enum eMovementStyle
{
MS_NONE,
MS_RUN,
MS_CRAWL,
MS_WALK
};
enum eWeaponMode
{
WM_GROUND,
WM_AIR,
};
enum eDirBase
{
DB_NORTH,
DB_X_AXIS
};
enum eAlliance
{
AL_ENEMY = -1,
AL_NEUTRAL = 0,
AL_FRIENDLY = 1
};
enum eMessage
{
MSG_NONE = 0,
MSG_UNITS_UNDER_ATTACK = 1,
MSG_HERO_UNDER_ATTACK = 2,
MSG_HQ_CAPTURED = 4,
MSG_ALL = 7,
};
// Squad commands
enum eSquadMoveFlag
{
SQUAD_MOVE_FLAG_NONE = 0,
SQUAD_MOVE_FLAG_ATTACKMOVE = 1,
SQUAD_MOVE_FLAG_KEEP_FORMATION = 2,
SQUAD_MOVE_FLAG_PINPOINT = 4,
};
native SqCmdMove(squadName[], Float:targetPos[vec3], flags = SQUAD_MOVE_FLAG_NONE);
native SqCmdAttackPos(squadName[], Float:targetPos[vec3], flags = SQUAD_MOVE_FLAG_NONE);
// Commands
#define F_END_RESERVED_CMD_FLAGS (1 << 4)
// common command flags
enum eCommandFlag
{
CF_NONE = 0,
CF_EXECUTE_BY_EMPTY = (F_END_RESERVED_CMD_FLAGS << 1),
}
#define F_END_COMMON_CMD_FLAGS (F_END_RESERVED_CMD_FLAGS << 4)
enum eMoveFlag
{
MF_NONE = 0,
MF_ATTACKMOVE = (F_END_COMMON_CMD_FLAGS << 3),
MF_KEEP_FORMATION = (F_END_COMMON_CMD_FLAGS << 4),
MF_PINPOINT = (F_END_COMMON_CMD_FLAGS << 6),
MF_TELEPORT = (F_END_COMMON_CMD_FLAGS << 7),
MF_DIRECT = (F_END_COMMON_CMD_FLAGS << 8),
MF_OVERRUN = (F_END_COMMON_CMD_FLAGS << 9),
MF_RUN = (F_END_COMMON_CMD_FLAGS << 10),
MF_KEEP_TRYING = (F_END_COMMON_CMD_FLAGS << 11),
MF_RECALC_TARGET_POS = (F_END_COMMON_CMD_FLAGS << 12),
};
enum eAttackFlag
{
AF_NONE = 0,
AF_KEEP_MOVING = (F_END_COMMON_CMD_FLAGS << 0),
AF_DESTROY = (F_END_COMMON_CMD_FLAGS << 1),
AF_ONE_SHOT = (F_END_COMMON_CMD_FLAGS << 2),
AF_ATTACK_CATERPILLAR = (F_END_COMMON_CMD_FLAGS << 3),
AF_ATTACK_TURRET = (F_END_COMMON_CMD_FLAGS << 4),
AF_FORCE = (F_END_COMMON_CMD_FLAGS << 7),
AF_END = (F_END_COMMON_CMD_FLAGS << 12),
};
enum eAirStrikeFlags
{
ASF_NONE = 0,
ASF_ONE_SHOT = (F_END_COMMON_CMD_FLAGS << 2),
ASF_TIME_LIMITED = (F_END_COMMON_CMD_FLAGS << 6),
ASF_DONT_CHECK_LIMIT = (_:AF_END << 0),
};
enum eReconFlags
{
RF_NONE = 0,
RF_DONT_CHECK_LIMIT = (1 << 0),
};
enum eArtilleryFlags
{
ARF_NONE = 0,
ARF_DONT_CHECK_LIMIT = (1 << 0),
};
enum eParatrooperFlags
{
PF_NONE = 0,
PF_DONT_CHECK_LIMIT = (1 << 0),
};
enum eMountFlags
{
MTF_NONE = 0,
MTF_TELEPORT = (F_END_COMMON_CMD_FLAGS << 1),
MTF_MAKE_TARGET_WAIT = (F_END_COMMON_CMD_FLAGS << 2),
};
enum eUnmountFlags
{
UMTF_NONE = 0,
UMTF_UNMOUNT_ALL = (F_END_COMMON_CMD_FLAGS << 0),
UMTF_DONT_UNMOUNT_CREW = (F_END_COMMON_CMD_FLAGS << 1),
};
enum eTurnFlags
{
TF_NONE = 0,
TF_TELEPORT = (F_END_COMMON_CMD_FLAGS << 0),
};
enum eTurnWeaponFlags
{
TWF_NONE = 0,
TWF_IMMEDIATE = (F_END_COMMON_CMD_FLAGS << 0),
};
enum eWaitFlags
{
WF_NONE = 0,
WF_ALLOW_MOVE = (F_END_COMMON_CMD_FLAGS << 0),
};
enum eSetMovementBehaviorFlags
{
SMBF_NONE = 0,
SMBF_EMPTY = (F_END_COMMON_CMD_FLAGS << 0),
};
enum eSetFiringBehaviorFlags
{
SFBF_NONE = 0,
SFBF_EMPTY = (F_END_COMMON_CMD_FLAGS << 0),
};
native CmdThrowEvent(DrID:entity, eQueuing:queuing = Q_UNDEFINED, param, flags = CF_NONE);
native CmdGroupThrowEvent(groupName[], eQueuing:queuing = Q_UNDEFINED, param, flags = CF_NONE);
native CmdStop(DrID:entity, eQueuing:queuing = Q_UNDEFINED, flags = CF_NONE);
native CmdGroupStop(groupName[], eQueuing:queuing = Q_UNDEFINED, flags = CF_NONE);
native CmdMove(DrID:entity, eQueuing:queuing = Q_UNDEFINED, Float:pos[vec3], eMoveFlag:flags = MF_NONE, Float:Distance=0.0);
native CmdGroupMove(groupName[], eQueuing:queuing = Q_UNDEFINED, Float:pos[vec3], eMoveFlag:flags = MF_NONE, Float:Distance=0.0);
native CmdMoveToEntity(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:targetEntity, eMoveFlag:flags = MF_NONE, Float:Distance=0.0);
native CmdGroupMoveToEntity(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:targetEntity, eMoveFlag:flags = MF_NONE, Float:Distance=0.0);
native CmdFollow(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:target, Float:dist, flags = CF_NONE);
native CmdGroupFollow(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:target, Float:dist, flags = CF_NONE);
native CmdAttack(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = AF_NONE);
native CmdGroupAttack(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = AF_NONE);
native CmdAttackPos(DrID:entity, eQueuing:queuing = Q_UNDEFINED, Float:pos[vec3], flags = AF_NONE);
native CmdGroupAttackPos(groupName[], eQueuing:queuing = Q_UNDEFINED, Float:pos[vec3], flags = AF_NONE);
native CmdMount(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = MTF_NONE);
native CmdGroupMount(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = MTF_NONE);
native CmdUnmount(DrID:entity, eQueuing:queuing = Q_UNDEFINED, flags = UMTF_NONE);
native CmdGroupUnmount(groupName[], eQueuing:queuing = Q_UNDEFINED, flags = UMTF_NONE);
native CmdTurnToDir(DrID:entity, eQueuing:queuing = Q_UNDEFINED, Float:dir, eDirBase:base=DB_X_AXIS, flags = TF_NONE);
native CmdGroupTurnToDir(groupName[], eQueuing:queuing = Q_UNDEFINED, Float:dir, eDirBase:base=DB_X_AXIS, flags = TF_NONE);
native CmdTurnToPos(DrID:entity, eQueuing:queuing = Q_UNDEFINED, Float:pos[vec3], flags = TF_NONE);
native CmdGroupTurnToPos(groupName[], eQueuing:queuing = Q_UNDEFINED, Float:pos[vec3], flags = TF_NONE);
native CmdTurnToEntity(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:targetEntity, flags = TF_NONE);
native CmdGroupTurnToEntity(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:targetEntity, flags = TF_NONE);
native CmdTurnWpToDir(DrID:entity, eQueuing:queuing = Q_UNDEFINED, Float:dir, eDirBase:base=DB_X_AXIS, flags = TWF_NONE);
native CmdGroupTurnWpToDir(groupName[], eQueuing:queuing = Q_UNDEFINED, Float:dir, eDirBase:base=DB_X_AXIS, flags = TWF_NONE);
native CmdTurnWpToPos(DrID:entity, eQueuing:queuing = Q_UNDEFINED, Float:pos[vec3], flags = TWF_NONE);
native CmdGroupTurnWpToPos(groupName[], eQueuing:queuing = Q_UNDEFINED, Float:pos[vec3], flags = TWF_NONE);
native CmdDefuse(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdGroupDefuse(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdLayMine(DrID:entity, eQueuing:queuing = Q_UNDEFINED, Float:target[vec3], flags = CF_NONE);
native CmdDetonate(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdRepair(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdGroupRepair(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdHeal(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdGroupHeal(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdHaul(DrID:entity, eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdGroupHaul(groupName[], eQueuing:queuing = Q_UNDEFINED, DrID:target, flags = CF_NONE);
native CmdEndHaul(DrID:entity, eQueuing:queuing = Q_UNDEFINED, flags = CF_NONE);
native CmdGroupEndHaul(groupName[], eQueuing:queuing = Q_UNDEFINED, flags = CF_NONE);
native CmdDigin(DrID:entity, eQueuing:queuing = Q_UNDEFINED, flags = CF_NONE);
native CmdGroupDigin(groupName[], eQueuing:queuing = Q_UNDEFINED, flags = CF_NONE);
native CmdDigout(DrID:entity, eQueuing:queuing = Q_UNDEFINED, flags = CF_NONE);
native CmdGroupDigout(groupName[], eQueuing:queuing = Q_UNDEFINED, flags = CF_NONE);
native CmdSetWM(DrID:entity, eQueuing:queuing = Q_UNDEFINED, eWeaponMode:mode, flags = CF_NONE);
native CmdSetMS(DrID:entity, eQueuing:queuing = Q_UNDEFINED, eMovementStyle:movementStyle, flags = CF_NONE);
native CmdGroupSetMS(groupName[], eQueuing:queuing = Q_UNDEFINED, eMovementStyle:movementStyle, flags = CF_NONE);
native CmdSetFB(DrID:entity, eQueuing:queuing = Q_UNDEFINED, eFiringBehavior:firingBehavior, flags = SFBF_NONE);
native CmdGroupSetFB(groupName[], eQueuing:queuing = Q_UNDEFINED, eFiringBehavior:firingBehavior, flags = SFBF_NONE);
native CmdSetMB(DrID:entity, eQueuing:queuing = Q_UNDEFINED, eMovementBehavior:movementBehavior, flags = SMBF_NONE);
native CmdGroupSetMB(groupName[], eQueuing:queuing = Q_UNDEFINED, eMovementBehavior:movementBehavior, flags = SMBF_NONE);
native CmdWait(DrID:entity, eQueuing:queuing = Q_UNDEFINED, Float:time, flags = WF_NONE);
native CmdGroupWait(groupName[], eQueuing:queuing = Q_UNDEFINED, Float:time, flags = WF_NONE);
native GetEntityByComp(DrID:component);
native Float:GetEntityDir( DrID:Entity, eDirBase:DirBase=DB_X_AXIS );
native AddObjective(name[], eObjectiveType:type, shortDescription[], longDescription[], eObjectiveState:state);
native eObjectiveState:GetObjectiveState(name[]);
native SetObjectiveState(name[], eObjectiveState:state);
native bool:RemoveObjective(name[]);
native AddDebriefing(text[]);
native EndMission(eMissionState:outcome);
native GetDifficulty();
// Message-eknel: #iID# formaban irhatunk ki lokalizalt szoveget. Ahol ID a lokalizacios kitben levo azonosito.
native ShowMessage(msg[]);
native ShowShortMessage(msg[]);
native ShowShortMessageP1(msg[], Param1);
native ShowShortMessageP2(msg[], Param1, Param2);
native ShowShortMessageP3(msg[], Param1, Param2, Param3);
native ShowShortMessageP4(msg[], Param1, Param2, Param3, Param4);
native AddSoundMessage(msg[], soundfile[], bool:skipable=false);
native ClearSoundMessages();
native bool:SoundMessagesFinished();
native SetEnabledMessages(flags);
native SetCountDown(seconds);
native GetCountDown();
native SetShortInfo(msg[]);
native bool:IsInSelector(DrID:entity, selector[]);
native Iterator:Iterate(selector[], const className[] = "");
native bool:ItNext(Iterator:it);
native DrID:ItEntity(Iterator:it);
native ItStop(Iterator:it);
// HideEntity helyett hasznaljatok az entitas Invisible propertyjet
native bool:IsEntityHidden(DrID:entity);
native EnableUserControl();
native DisableUserControl();
native DrID:CreateEntity( const Base[], Float:Pos[vec3], Float:dir = 90.0 );
native DestructEntity(DrID:entity); //nem ajanlott! Helyette a DestructEntityFake() fgv!!!
native DrID:GetLastKilledEntity();
enum ePlayMode
{
PM_NORMAL = 0,
PM_LOOP = 1,
PM_PINGPONG = 2,
PM_IMMEDIATE = 3,
};
native PlayAnim(DrID:entity, TrackName[], Float:speed=1.0, mode=PM_NORMAL, vertexanimmode=false);
native StopAnim(DrID:entity, TrackName[]);
native SetAILevel(level); // Don't use it.
native ShowUI();
native HideUI();
native bool:IsUIVisible();
native SetCutScene(bool:enabled, bool:bw=true, bool:instant=false);
native SetCSProgressSteps(steps);
native CSProgressStep(steps=1);
native SetCutSceneBW(bool:bw);
native FadeIn(Float:seconds=2.0);
native FadeOut(Float:seconds=2.0);
native IsMoving(DrID:entity);
native Log(logMsg[], logName[]);
native eAlliance:GetAlliance( team1, team2 );
native SetAlliance( team1, team2, eAlliance:value );
native Float:GetNorthDir();
native Float:sin( Float:value ); // value is in rad
native Float:cos( Float:value ); // value is in rad
native Float:asin( Float:value );
native Float:acos( Float:value );
native Float:sqrt(Float:value);
native RotateVec2(Float:v[vec3], Float:angle); // z is ignored and unchanged
// AIR SUPPORT:
// See: World->ReinforcementSystem.
// All of the next functions need 2 cAreas, whose names are:
// ReconEntry..., ReconExit...
// and AirStrikeEntry..., AirStrikeExit... respectively.
// All recon planes are members of the selector "ReconPlanes"
// All bomber planes are members of the selector "BomberPlanes"
// To query if the plane finished his route hang on to UNIT_COMMAND_QUEUE_EMPTY event.
// The return value is the ID of the new airplane or 0 if there is no more airplane left.
native DrID:Recon( Team, Float:Pos[vec3], flags = 0);
native DrID:AirStrikeEntity( Team, DrID:Entity, flags ); // Target must be cActorEntity
native DrID:AirStrikePos( Team, Float:Pos[vec3], flags );
native Artillery( Team, Float:Pos[vec3], flags);
native DropParatroopers(Team, setupID[], Float:Pos[vec3], flags);
native DrID:AddMapTick(Float:Pos[vec3],Float:Time, spriteFileName[] = "", entityType[] = "", toolTip[] = "", Float:heightOffset = 0.0 );
native RemoveMapTick(DrID:Tick);
native Add3DIcon(DrID:Entity, Icon[], Float:Speed = 3.0, const Effect[] = ""); // 'Icon' is a .bmod file
native Remove3DIcon(DrID:Entity, Icon[], Float:Speed = 3.0, const Effect[] = ""); // 'Icon' is a .bmod file
native TriggerReinforce(ID[], Float:DeployAt[vec3],Float:ArriveTo[vec3], bool:UseMultiLimit=false);
native PauseGame(bool:lockPauseState = true, bool:showPauseText = true);
native ResumeGame();
native SetGameSpeed(Float:speed);
native Float:GetGameSpeed();
native AddToGroup( Group[], DrID:Entity ) = Add2Group;
native RemoveFromGroup( Group[] , DrID:Entity );
native DamageEntity( DrID:Entity, Float:HP, DamageLevel=49 ); // 49-es damage level mindenkit 1-szeres szorzoval sebez
native AddPP( PrestigePoints );
native SetMaxPP( PrestigePoints );
native bool:IsBlitzkrieg();
native Float:GetGameTime(); // Masodpercben merve
native bool:IsVisible4Enemy(DrID:ActorENtity);
native bool:IsAreaClear(AreaName[], Team); // GetMsgParamString adja vissza, ha composit,
// akkor az id-jet, ha nem, akkor a stringid-jet
native GetAreaUnitCount(AreaName[]);
native bool:IsCameraInArea(AreaName[]); // GetMsgParamString adja vissza, ha composit,
// akkor az id-jet, ha nem, akkor a stringid-jet
native RefreshFOW();
native GodModeOff();
native SetNoDamageMode(bool:m);
native SetGlobalVariable(Name[], Value);
native GetGlobalVariable(Name[]);
native GetApparentTeam( DrID:Entity, ObserverTeam );
native UnlockScenario(level[]); // level: scenario filename without path and extension