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#pragma once
#include "mission/missionbriefcommon.h"
#include "missionui/missionshipchoice.h"
#include "missionui/missionweaponchoice.h"
#include "scripting/ade_api.h"
namespace scripting {
namespace api {
struct ss_wing_info_h {
int ss_wing;
ss_wing_info_h();
explicit ss_wing_info_h(int l_wing);
bool isValid() const;
ss_wing_info* getWing() const;
int getWingIndex() const;
};
struct ss_slot_info_h {
ss_slot_info* ss_slots;
int ss_idx;
int ss_wing; //pass in the wing index so we can get the callsign later. I hate you Volition.
ss_slot_info_h();
explicit ss_slot_info_h(ss_slot_info* l_slots, int l_idx, int l_wing);
bool isValid() const;
ss_slot_info* getSlot() const;
int getSlotIndex() const;
int getWingIndex() const;
};
struct wss_unit_wep_h {
int ss_unit;
wss_unit_wep_h();
explicit wss_unit_wep_h(int l_unit);
bool isValid() const;
wss_unit* getBank() const;
};
struct wss_unit_count_h {
int ss_unit;
wss_unit_count_h();
explicit wss_unit_count_h(int l_unit);
bool isValid() const;
wss_unit* getBank() const;
};
DECLARE_ADE_OBJ(l_Loadout_Wing, ss_wing_info_h);
DECLARE_ADE_OBJ(l_Loadout_Wing_Slot, ss_slot_info_h);
DECLARE_ADE_OBJ(l_Loadout_Ship, int);
DECLARE_ADE_OBJ(l_Loadout_Weapon, wss_unit_wep_h);
DECLARE_ADE_OBJ(l_Loadout_Amount, wss_unit_count_h);
} // namespace api
} // namespace scripting
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