// CreateATrick.h #ifndef _SK_MODULES_SKATE_CREATEATRICK_H_ #define _SK_MODULES_SKATE_CREATEATRICK_H_ #include namespace Script { class CStruct; } namespace Game { enum { vMAX_CREATED_TRICKS=11, vMAX_ROTATIONS=6, vMAX_ANIMATIONS=6 }; class CCreateATrick { public: CCreateATrick(); virtual ~CCreateATrick(); //char* m_name; //int m_score; //bool m_rotateafter; Script::CStruct *mp_other_params; Script::CArray *mp_rotations; Script::CArray *mp_animations; }; // Get bool ScriptGetCreateATrickParams(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptGetCreateATrickOtherParams(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptGetCreateATrickRotations(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptGetCreateATrickAnimations(Script::CScriptStructure *pParams, Script::CScript *pScript); // Set bool ScriptSetCreateATrickParams(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptSetCreateATrickOtherParams(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptSetCreateATrickRotations(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptSetCreateATrickAnimations(Script::CScriptStructure *pParams, Script::CScript *pScript); // other scripts bool ScriptCAT_SetNumAnims(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetNumAnims(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_SetAnimsDone(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetAnimsDone(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_SetRotsDone(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetRotsDone(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_SetBailDone(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetBailDone(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_SetFlipSkater(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetFlipSkater(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_SetHoldTime(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetHoldTime(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_SetTotalY(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetTotalY(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_SetTotalX(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetTotalX(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_SetTotalZ(Script::CScriptStructure *pParams, Script::CScript *pScript); bool ScriptCAT_GetTotalZ(Script::CScriptStructure *pParams, Script::CScript *pScript); } // namespace Game #endif