mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-20 04:30:12 +02:00
TypeInfoGen will now autobind doom scripts.
This commit is contained in:
+41
-15
@@ -37,21 +37,6 @@ If you have questions concerning this license or the applicable additional terms
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===============================================================================
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*/
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extern const idEventDef AI_EnableEyeFocus;
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extern const idEventDef AI_DisableEyeFocus;
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extern const idEventDef EV_Footstep;
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extern const idEventDef EV_FootstepLeft;
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extern const idEventDef EV_FootstepRight;
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extern const idEventDef EV_EnableWalkIK;
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extern const idEventDef EV_DisableWalkIK;
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extern const idEventDef EV_EnableLegIK;
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extern const idEventDef EV_DisableLegIK;
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extern const idEventDef AI_SetAnimPrefix;
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extern const idEventDef AI_PlayAnim;
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extern const idEventDef AI_PlayCycle;
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extern const idEventDef AI_AnimDone;
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extern const idEventDef AI_SetBlendFrames;
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extern const idEventDef AI_GetBlendFrames;
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class idDeclParticle;
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@@ -293,45 +278,86 @@ protected:
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void SetupHead( void );
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void PlayFootStepSound( void );
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ID_SCRIPT_EVENT( "enableEyeFocus", 0 )
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void Event_EnableEyeFocus( void );
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ID_SCRIPT_EVENT( "disableEyeFocus", 0 )
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void Event_DisableEyeFocus( void );
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ID_SCRIPT_EVENT( "footstep", 0 )
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ID_SCRIPT_EVENT( "leftFoot", 0 )
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ID_SCRIPT_EVENT( "rightFoot", 0 )
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void Event_Footstep( void );
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ID_SCRIPT_EVENT( "EnableWalkIK", 0 )
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void Event_EnableWalkIK( void );
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ID_SCRIPT_EVENT( "DisableWalkIK", 0 )
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void Event_DisableWalkIK( void );
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ID_SCRIPT_EVENT( "EnableLegIK", 0 )
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void Event_EnableLegIK( int num );
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ID_SCRIPT_EVENT( "DisableLegIK", 0 )
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void Event_DisableLegIK( int num );
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ID_SCRIPT_EVENT( "setAnimPrefix", 0 )
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void Event_SetAnimPrefix( const char *name );
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void Event_LookAtEntity( idEntity *ent, float duration );
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ID_SCRIPT_EVENT( "preventPain", 0 )
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void Event_PreventPain( float duration );
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ID_SCRIPT_EVENT( "disablePain", 0 )
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void Event_DisablePain( void );
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ID_SCRIPT_EVENT( "enablePain", 0 )
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void Event_EnablePain( void );
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ID_SCRIPT_EVENT( "getPainAnim", 's' )
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void Event_GetPainAnim( void );
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ID_SCRIPT_EVENT( "stopAnim", 0 )
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void Event_StopAnim( int channel, int frames );
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ID_SCRIPT_EVENT( "playAnim", 'd' )
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void Event_PlayAnimScript( int channel, const char *name );
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ID_SCRIPT_EVENT( "playCycle", 'd' )
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void Event_PlayCycleScript( int channel, const char *name );
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ID_SCRIPT_EVENT( "idleAnim", 'd' )
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void Event_IdleAnim( int channel, const char *name );
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ID_SCRIPT_EVENT( "setSyncedAnimWeight", 0 )
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void Event_SetSyncedAnimWeight( int channel, int anim, float weight );
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ID_SCRIPT_EVENT( "overrideAnim", 0 )
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void Event_OverrideAnim( int channel );
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ID_SCRIPT_EVENT( "enableAnim", 0 )
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void Event_EnableAnim( int channel, int blendFrames );
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ID_SCRIPT_EVENT( "setBlendFrames", 0 )
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void Event_SetBlendFrames( int channel, int blendFrames );
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ID_SCRIPT_EVENT( "getBlendFrames", 'd' )
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void Event_GetBlendFrames( int channel );
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ID_SCRIPT_EVENT( "animState", 0 )
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void Event_AnimState( int channel, const char *name, int blendFrames );
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ID_SCRIPT_EVENT( "getAnimState", 's' )
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void Event_GetAnimState( int channel );
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ID_SCRIPT_EVENT( "inAnimState", 'd' )
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void Event_InAnimState( int channel, const char *name );
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ID_SCRIPT_EVENT( "finishAction", 0 )
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void Event_FinishAction( const char *name );
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ID_SCRIPT_EVENT( "animDone", 'd' )
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void Event_AnimDone( int channel, int blendFrames );
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ID_SCRIPT_EVENT( "hasAnim", 'f' )
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void Event_HasAnim( int channel, const char *name );
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ID_SCRIPT_EVENT( "checkAnim", 0 )
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void Event_CheckAnim( int channel, const char *animname );
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ID_SCRIPT_EVENT( "chooseAnim", 's' )
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void Event_ChooseAnim( int channel, const char *animname );
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ID_SCRIPT_EVENT( "animLength", 'f' )
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void Event_AnimLength( int channel, const char *animname );
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ID_SCRIPT_EVENT( "animDistance", 'f' )
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void Event_AnimDistance( int channel, const char *animname );
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ID_SCRIPT_EVENT( "hasEnemies", 'd' )
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void Event_HasEnemies( void );
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ID_SCRIPT_EVENT( "nextEnemy", 'e' )
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void Event_NextEnemy( idEntity *ent );
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ID_SCRIPT_EVENT( "closestEnemyToPoint", 'e' )
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void Event_ClosestEnemyToPoint( const idVec3 &pos );
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ID_SCRIPT_EVENT( "stopSound", 0 )
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void Event_StopSound( int channel, int netsync );
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ID_SCRIPT_EVENT( "setNextState", 0 )
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void Event_SetNextState( const char *name );
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ID_SCRIPT_EVENT( "setState", 0 )
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void Event_SetState( const char *name );
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ID_SCRIPT_EVENT( "getState", 's' )
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void Event_GetState( void );
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ID_SCRIPT_EVENT( "getHead", 'e' )
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void Event_GetHead( void );
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idAnimState& GetAnimStateVar(int channel);
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