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cfgFunctions.hpp
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cfgFunctions.hpp
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class VCOM
{
tag = "VCM";
class FSM
{
file = STRINGIFY(VCOM_PREFIX\FSMS);
// group spawn VCM_fnc_SQUADBEH
class SQUADBEH
{
ext = ".fsm";
};
// [] spawn VCM_fnc_AIDRIVEBEHAVIOR
class AIDRIVEBEHAVIOR
{
ext = ".fsm";
};
// [] spawn VCM_fnc_PLAYERSQUAD
class PLAYERSQUAD
{
ext = ".fsm";
};
};
class Functions
{
file = STRINGIFY(VCOM_PREFIX\Functions\VCM_Functions);
// [unitToRearm, rearmLocation] spawn VCM_fnc_ActRearm
class ActRearm {};
// [unit, source, damage, instigator] call VCM_fnc_AIHIT;
class AIHIT {};
// [group] call VCM_fnc_ArmStatics;
class ArmStatics {};
// [callGroup, enemyGroup] call VCM_fnc_ArtyCall;
class ArtyCall {};
// group call VCM_fnc_ArtyManage;
class ArtyManage {};
// [entity, unit] call VCM_fnc_BoxNrst;
class BoxNrst {};
// unit call VCM_fnc_CheckArty;
class CheckArty {};
// [string] call VCM_fnc_Classname;
class Classname {};
// [group, enemy] call VCM_fnc_ClearBuilding;
class ClearBuilding {};
// unit call VCM_fnc_ClstEmy;
class ClstEmy {};
// [list, object, order, script] call VCM_fnc_ClstObj;
class ClstObj {};
// [unit, killer] call VCM_fnc_ClstWarn;
class ClstWarn {};
// [group, searchDistance] call VCM_fnc_EmptyStatic;
class EmptyStatic {};
// unit call VCM_fnc_EnemyArray;
class EnemyArray {};
// [groupLeader, moveDistance] call VCM_fnc_FindCover;
class FindCover {};
// [groupLeader] spawn VCM_fnc_FlankMove;
class FlankMove {};
// [groupLeader, moveDistance] call VCM_fnc_ForceMove;
class ForceMove {};
// unit call VCM_fnc_FriendlyArray;
class FriendlyArray {};
// unit call VCM_fnc_FrmChnge;
class FrmChnge {};
// group spawn VCM_fnc_Garrison;
class Garrison {};
// group call VCM_fnc_GarrisonLight;
class GarrisonLight {};
// unit call VCM_fnc_HasMine;
class HasMine {};
// unit call VCM_fnc_HealSelf;
class HealSelf {};
// [unit, weapon, muzzle, mode, ammo, magazine, bullet, gunner] call VCM_fnc_HearingAids;
class HearingAids {};
// [object, searchRadius, precision, sortingOrder] call VCM_fnc_Heights;
class Heights {};
// [] call VCM_fnc_IRCHECK;
class IRCHECK {};
// group call VCM_fnc_KitChk;
class KitChk {};
// [array, unitToReveal, revealAmount] call VCM_fnc_KnowAbout;
class KnowAbout {};
// group call VCM_fnc_MedicalHandler
class MedicalHandler {};
//[medic, injuredUnit] spawn VCM_fnc_MedicHeal;
class MedicHeal {};
// [] spawn VCM_fnc_MineMonitor;
class MineMonitor {};
// [unit, mineArray] spawn VCM_fnc_MinePlant;
class MinePlant {};
// [gunner, backpackClassname, staticWeapon] call VCM_fnc_PackStatic;
class PackStatic {};
// group call VCM_fnc_RearmSelf;
class RearmSelf {};
// group call VCM_fnc_RMedics;
class RMedics {};
// group call VCM_fnc_RStatics;
class RStatics {};
// [unit, satchelArray] spawn VCM_fnc_SatchelPlant;
class SatchelPlant {};
// group call VCM_fnc_SquadExc;
class SquadExc {};
// group call VCM_fnc_WyptChk;
class WyptChk {};
//group call VCM_fnc_VehicleCommandeer;
class vehiclecommandeer {};
//group call VCM_fnc_VehicleCheck;
class VehicleCheck {};
//group call VCM_fnc_VehicleMove;
class VehicleMove {};
//group call VCM_fnc_IsTransport;
class IsTransport {};
//[_pos,_dist,_params] call VCM_fnc_isFlatEmpty;
class isFlatEmpty {};
//[] call VCM_fnc_CBASettings;
class CBASettings {};
//[] call VCM_fnc_SniperList
class SniperList {};
//[] spawn VCM_fnc_SniperEngage;
class SniperEngage;
//[] spawn VCM_fnc_RangeEngage;
class RangeEngage;
//[] call VCM_fnc_ClstKnwnEnmy;
class ClstKnwnEnmy;
// unit call VCM_fnc_IsDriver;
class IsDriver {};
//unit call VCM_fnc_VehicleDetection;
class VehicleDetection {};
//[unit,4] call VCM_fnc_MovePrediction;
class MovePrediction {};
//[] call VCM_fnc_UpdateDrivers;
class UpdateDrivers {};
//[side1, side2] call VCM_fnc_SideIsEnemy
class SideIsEnemy {};
};
};