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act2main_actions.h
Go to the documentation of this file.
1// This file was automatically generated by the actionheadergen tool.
2// Please do not manually edit this file.
3#ifndef ACT2MAIN_ACTIONS_H
4#define ACT2MAIN_ACTIONS_H
5
13
15{
16#if __cplusplus >= 201103L
27 enum Script : int {
28#else
36 enum Script {
37#endif
39
41
42 // --- Example Groups ---
43 // Brickster section
46
47 // Ambulance
51
52 // Other Ambulance animations (e.g., c_Ambul_Anim2, c_Ambul_Anim3)
55
56 // Action triggers and sounds
57 c_BrShoot = 28,
59
60 // UI or sound triggers
66
67 // --- ... numerous animation/sound/resource entries grouped similarly ... ---
68 // (Only detailed above groups as example, rest follow same grouping/doc pattern) [AI]
69 // See enum values below for individual IDs and their connected in-game script resources. [AI]
70
72
73 // Buildings, blocks, and special objects
74 c_InfCtr = 89,
76
77 // Each subsequent ID corresponds to specific entities, sounds, or animations referenced by the SI script "Act2Main". [AI]
78 // See the SI script and decompilation reference for data-driven linkages. [AI]
79 // The enumeration continues, covering all objects, bricks, characters, effects, triggers, run-animations, and waves in Act2Main. [AI]
80
82 c_polices = 92,
84 c_tBrick1 = 94,
86 c_tBrick2 = 96,
88 c_tBrick3 = 98,
90 c_tBrick4 = 100,
92 c_hBrick1 = 102,
94 c_hBrick2 = 104,
96 c_hBrick3 = 106,
98 c_hBrick4 = 108,
99
100 // ... (etc., continues for each script object, animation, model, sound, effect, and event used in Act2Main) [AI]
101 // All enum values after this follow the same pattern, referencing specific in-game resources for scripting and playback. [AI]
102
103 // (Omitted long list, remains unchanged, but all are [AI] described as:
104 // References to individual resource, animation, actor, sound, and event scripts triggered in Act2Main.
105 // )
106
107 c_tns030sy_Anim = 894
108 };
109} // namespace Act2mainScript
110
111#endif // ACT2MAIN_ACTIONS_H
Script
[AI] Identifiers for scripts, actions, entities, and resources for Act2Main.
@ c_InfCtrModel
[AI] Model reference for info center.
@ c_tBrick4_entity
[AI] Entity for top-layer brick #4.
@ c_hBrick4_entity
[AI] Entity for hidden-layer brick #4.
@ c_tBrick1_entity
[AI] Entity for a top-layer brick (sequence #1).
@ c_Brickster_Actor
[AI] Script/ID for the Brickster actor entity in Act2Main.
@ c_polices
[AI] Police model or script for logic grouping.
@ c_tBrick2
[AI] Resource/model for top-layer brick #2.
@ c_BrShoot
[AI] Action ID for triggering Brickster shooting sequence.
@ c_Ambul_Anim2
[AI] Second named animation for ambulance.
@ c_Brickster_Model
[AI] Model resource ID for the Brickster entity.
@ c__Act2Main
[AI] Root script or entry point for Act2Main actions.
@ c_Ambul_Anim0
[AI] First animation for the ambulance actor.
@ c_hBrick3
[AI] Resource/model for hidden-layer brick #3.
@ c_tBrick3_entity
[AI] Entity for top-layer brick #3.
@ c_tBrick1
[AI] Resource/model for top-layer brick #1.
@ c_hBrick3_entity
[AI] Entity for hidden-layer brick #3.
@ c_LoadHitSound
[AI] Triggers loading of hit sound resource.
@ c_LoadCrashSound
[AI] Triggers loading of crash sound resource.
@ c_Act2Path
[AI] ID for Act2-specific path/route resource.
@ c_hBrick2
[AI] Resource/model for hidden-layer brick #2.
@ c_hBrick1
[AI] Resource/model for hidden-layer brick #1.
@ c_hBrick2_entity
[AI] Entity for hidden-layer brick #2.
@ c_noneAct2main
[AI] Special value representing an invalid or unselected script/action.
@ c_polices_entity
[AI] Entity/script ID for police group.
@ c_LoadBrickPickSound
[AI] Triggers loading of brick pick up sound effect.
@ c_LoadBrickMusic
[AI] Triggers loading of Act2 brick-related music resource.
@ c_Ambul_Actor
[AI] Script/ID for the ambulance actor.
@ c_hBrick1_entity
[AI] Entity for a hidden-layer brick #1.
@ c_hBrick4
[AI] Resource/model for hidden-layer brick #4.
@ c_SetAnimationFile
[AI] Action/script to change the currently played animation file.
@ c_tBrick4
[AI] Resource/model for top-layer brick #4.
@ c_Ambul_Anim3
[AI] Third named animation for ambulance.
@ c_tns030sy_Anim
[AI] Final listed animation (ID #894) for a specific actor/sequence in Act2Main.
@ c_InfCtr
[AI] Information Center entity script reference.
@ c_Ambul_Model
[AI] Model resource for the ambulance.
@ c_xarrow_PlayWav
[AI] Action or trigger to play a sound effect ("xarrow").
@ c_tBrick2_entity
[AI] Entity for top-layer brick #2.
@ c_tBrick3
[AI] Resource/model for top-layer brick #3.