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Values we can unhardcode and make into RulesClass options. #119

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tomsons26 opened this issue Sep 28, 2019 · 0 comments
Open

Values we can unhardcode and make into RulesClass options. #119

tomsons26 opened this issue Sep 28, 2019 · 0 comments
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enhancement New feature or request

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@tomsons26
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tomsons26 commented Sep 28, 2019

This isn't a complete list but it's a rough overview what I saw in YR. TS likely shows even more.
"?" are to be investigated.

Paradrop_Cargo : VOC_CHUTE1 = ChuteSound
AircraftClass::Fire_At : 9 = CameraRange
AircraftClass::Look : ?
AnimClass::AnimClass : ANIM_LZ_SMOKE = DropZoneAnim
AnimClass::AI : ANIM_LZ_SMOKE = DropZoneAnim
BuildingClass::Take_Damage : VOC_KABOOM22 or VOC_CRMBLE2 or VOC_KABOOM1 = BuildingDieSound or BuildingDamageSound, 400 = ShakeScreen
BuildingClass::Repair : VOC_SCOLDY1 = ScoldSound, VOC_RAMENU1 = GenericClick
BuildingClass::Sell_Back : VOC_RAMENU1 = GenericClick
BuildingClass::Mission_Construction : VOC_CONSTRUCTION = Construction
BuildingClass::Mission_Deconstruction : VOC_CASHTURN = SellSound
BuildingClass::Mission_Repair : ?
BuildingClass::Crew_Type : INFANTRY_ENGINEER = Engineer, Technician
BuildingClass::Factory_AI : if ( exitobj_retval <= 1 ): 45 = PlacementDelay
CellClass::Goodie_Check : ?
Wide_Area_Damage : ?
CrateClass::Put_Crate : OVERLAY_WATER_WOOD_CRATE = WaterCrateImg, OVERLAY_WOOD_CRATE = WoodCrateImg
CrateClass::Get_Crate : OVERLAY_WOOD_CRATE = WoodCrateImg, OVERLAY_STEEL_CRATE = CrateImg OVERLAY_WATER_WOOD_CRATE = WaterCrateImg
CreditClass::Graphic_Logic VOC_MONEY_UP and VOC_MONEY_DOWN = CreditTicks[up, down]
FootClass::Mission_Guard_Area : GuardModeStray?
FootClass::Active_Click_With : ANIM_MOVEFLASH = MoveFlash
FootClass::Sell_Back : VOC_CASHTURN = SellSound
HouseClass::AI : HarvesterUnit?
HouseClass::Attacked : VOX_BASER_UNDER_ATTACK = BaseUnderAttackSound
HouseClass::Place_Object : VOC_PLACE_BUILDING = BuildingSlam
HouseClass::Sell_Wall : VOC_CASHTURN = SellSound
HouseClass::Computer_Paranoid : AlliesAllowed?
InfantryClass::Enter_Idle_Mode : IdleActionFrequency?
MessageListClass::Add_Message : VOC_INCOMING_MESSAGE = IncomingMessage
ObjectClass::AI : -3 = ParachuteMaxFallRate, -100 = NoParachuteMaxFallRate
ObjectClass::In_Which_Layer : CruiseHeight?
ObjectClass::Paradrop : ANIM_PARABOMB = BombParachute, ANIM_PARACHUTE = Parachute
OptionsClass::Set_Sound_Volume : VOC_RABEEP1 = GenericBeep
OverlayClass::Mark : OVERLAY_WATER_WOOD_CRATE = WaterCrateImg, OVERLAY_STEEL_CRATE = CrateImg
RadarClass::Radar_Activate : VOC_RADAR_OFF = RadarOff, VOC_RADAR_ON = RadarOn
TeamClass::Coordinate_Move : 256 = CloseEnough
TechnoClass::Time_To_Build : ?
TechnoClass::Fire_At : ?
TechnoClass::Do_Uncloak : CloakingStages? VOC_SUB_SHOW or VOC_IRONCUR9 = CloakSound 
TechnoClass::Do_Cloak : CloakingStages? VOC_SUB_SHOW or VOC_IRONCUR9 = CloakSound 
TechnoClass::Visual_Character : 38 = CloakingStages
TechnoClass::Crew_Type : Crew, Technician
TerrainClass::Catch_Fire : ANIM_BURNMED or ANIM_BURNBIG = TreeFire
UnitClass::Harvesting : HarvesterLoadRate?
UnitClass::Mission_Unload : HarvesterDumpRate?
UnitClass::Mission_Harvest : TiberiumLongScan? TiberiumShortScan? HarvesterTooFarDistance RepairBay? HarvesterLoadRate?
AnimClass::Sort_Y : 0x10000 = YSortAdjust (read as YSortAdjust in RA2 AnimTypeClass Read_INI, passed to AnimClass)
UnitClass::Crew_Type : Crew, Technician
AircraftClass::Take_Damage - INFANTRY_E1 = Pilot
UnitClass::Take_Damage 400 = ShakeScreen
AnimClass::Do_Atom_Damage ? = NukeWarhead
BulletClass::Bullet_Explodes : ? = NukeWarhead
InfantryClass::Get_Image_Data : E1.shp = Disguise, (Type == INFANTRY_SPY) ? = Disguised
UnitClass::Try_To_Deploy : VOC_PLACE_BUILDING = BuildingDrop
BulletClass::AI : ANIM_FIREBALLFADE : ANIM_SMOKE_PUFF = Trailer
@ghost ghost changed the title Rule tags we can unhardcode Values we can unhardcode and make into RulesClass options. Sep 28, 2019
@ghost ghost added the enhancement New feature or request label Oct 5, 2019
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