//------------------------------------------------------------------------
void CScriptBind_Network::RegisterMethods()
{
#undef SCRIPT_REG_CLASSNAME
#define SCRIPT_REG_CLASSNAME &CScriptBind_Network::

	SCRIPT_REG_FUNC(Expose);
	SCRIPT_REG_TEMPLFUNC(DelegateAuthority, "entity, channel");
}
CScriptBind_HitDeathReactions::CScriptBind_HitDeathReactions(ISystem *pSystem, IGameFramework *pGameFramework) : m_pSystem(pSystem), m_pGameFW(pGameFramework)
{
	Init(pSystem->GetIScriptSystem(), 1);
	//////////////////////////////////////////////////////////////////////////
	// Init tables.
	//////////////////////////////////////////////////////////////////////////
	m_pParams.Create(m_pSS);
#undef SCRIPT_REG_CLASSNAME
#define SCRIPT_REG_CLASSNAME &CScriptBind_HitDeathReactions::
	SCRIPT_REG_TEMPLFUNC(OnHit, "scriptHitInfo, fCausedDamage");
	SCRIPT_REG_TEMPLFUNC(ExecuteHitReaction, "reactionParams");
	SCRIPT_REG_TEMPLFUNC(ExecuteDeathReaction, "reactionParams");
	SCRIPT_REG_FUNC(EndCurrentReaction);
	SCRIPT_REG_FUNC(StartReactionAnim);
	SCRIPT_REG_FUNC(EndReactionAnim);
	SCRIPT_REG_TEMPLFUNC(IsValidReaction, "reactionParams, scriptHitInfo");
	SCRIPT_REG_TEMPLFUNC(StartInteractiveAction, "szActionName");
}
//------------------------------------------------------------------------
void CScriptBind_Game::RegisterMethods()
{
#undef SCRIPT_REG_CLASSNAME
#define SCRIPT_REG_CLASSNAME &CScriptBind_Game::

	SCRIPT_REG_TEMPLFUNC(ShowMainMenu, "");
	SCRIPT_REG_TEMPLFUNC(PauseGame, "pause");

	SCRIPT_REG_FUNC(IsMountedWeaponUsableWithTarget);

	SCRIPT_REG_TEMPLFUNC(IsPlayer, "entityId");
	SCRIPT_REG_TEMPLFUNC(RegisterVTOL, "entityId");
	
	SCRIPT_REG_TEMPLFUNC(AddTacticalEntity, "entityId, type");
	SCRIPT_REG_TEMPLFUNC(RemoveTacticalEntity, "entityId, type");

	SCRIPT_REG_TEMPLFUNC(RegisterWithAutoAimManager, "entityId, innerRadiusFactor, outerRadiusFactor, snapRadiusFactor");
	SCRIPT_REG_TEMPLFUNC(UnregisterFromAutoAimManager, "entityId");

	SCRIPT_REG_TEMPLFUNC(OnAmmoCrateSpawned, "providesFragGrenades");
	SCRIPT_REG_TEMPLFUNC(CacheResource, "whoIsRequesting, resourceName, resourceType, resourceFlags");
	SCRIPT_REG_TEMPLFUNC(CacheActorClassResources, "actorEntityClassName");
	SCRIPT_REG_TEMPLFUNC(CacheEntityArchetype, "archetypeName");
	SCRIPT_REG_TEMPLFUNC(CacheBodyDamageProfile, "bodyDamageFileName, bodyDamagePartsFileName");

	SCRIPT_REG_TEMPLFUNC(SaveCheckpoint, "checkpointId, fileName");
	SCRIPT_REG_TEMPLFUNC(LoadCheckpoint, "checkpointId");
	SCRIPT_REG_TEMPLFUNC(QuickLoad, "");

	SCRIPT_REG_TEMPLFUNC(QueueDeferredKill, "entityId");

	SCRIPT_REG_TEMPLFUNC(OnEnvironmentalWeaponHealthChanged, "entityId");
	SCRIPT_REG_TEMPLFUNC(ResetEntity, "entityId");
	SCRIPT_REG_TEMPLFUNC(SetDangerousRigidBodyDangerStatus, "entityId, isDangerous, triggerPlayerId");
	SCRIPT_REG_TEMPLFUNC(SendEventToGameObject, "entityId, event" );

	SCRIPT_REG_TEMPLFUNC(CacheEquipmentPack, "equipmentPackName");

#ifndef _RELEASE
	SCRIPT_REG_TEMPLFUNC(DebugDrawCylinder, "x, y, z, radius, height, r, g, b, a");
	SCRIPT_REG_TEMPLFUNC(DebugDrawCone, "x, y, z, radius, height, r, g, b, a");
	SCRIPT_REG_TEMPLFUNC(DebugDrawAABB, "x, y, z, x2, y2, z2, r, g, b, a");

	SCRIPT_REG_TEMPLFUNC(DebugDrawPersistanceDirection, "startX, startY, startZ, dirX, dirY, dirZ, r, g, b, duration");
#endif

#undef SCRIPT_REG_CLASSNAME
}
//------------------------------------------------------------------------
void CScriptBind_Game::RegisterMethods()
{
#undef SCRIPT_REG_CLASSNAME
#define SCRIPT_REG_CLASSNAME &CScriptBind_Game::
	SCRIPT_REG_TEMPLFUNC(QueryBattleStatus, "");
	SCRIPT_REG_TEMPLFUNC(GetNumLightsActivated, "");
	SCRIPT_REG_FUNC(IsMountedWeaponUsableWithTarget);
	SCRIPT_REG_TEMPLFUNC(IsPlayer, "entityId");
	m_pSS->SetGlobalValue("eGameCacheResourceFlag_TextureNoStream", FT_DONT_STREAM);
	m_pSS->SetGlobalValue("eGameCacheResourceFlag_TextureReplicateAllSides", FT_REPLICATE_TO_ALL_SIDES);
	m_pSS->SetGlobalValue("eGameCacheResourceType_Texture", CScriptBind_Game::eGCRT_Texture);
	m_pSS->SetGlobalValue("eGameCacheResourceType_TextureDeferredCubemap", CScriptBind_Game::eGCRT_TextureDeferredCubemap);
	m_pSS->SetGlobalValue("eGameCacheResourceType_StaticObject", CScriptBind_Game::eGCRT_StaticObject);
	m_pSS->SetGlobalValue("eGameCacheResourceType_Material", CScriptBind_Game::eGCRT_Material);
	SCRIPT_REG_TEMPLFUNC(CacheResource, "whoIsRequesting, resourceName, resourceType, resourceFlags");
#undef SCRIPT_REG_CLASSNAME
}
Ejemplo n.º 5
0
//------------------------------------------------------------------------
void CScriptBind_HUD::RegisterMethods()
{
#undef SCRIPT_REG_CLASSNAME
#define SCRIPT_REG_CLASSNAME &CScriptBind_HUD::

	SCRIPT_REG_TEMPLFUNC(SetObjectiveStatus,"objective,status,silent");
	SCRIPT_REG_TEMPLFUNC(GetObjectiveStatus,"");
	SCRIPT_REG_TEMPLFUNC(SetMainObjective, "objective");
	SCRIPT_REG_FUNC(GetMainObjective);
	SCRIPT_REG_TEMPLFUNC(SetObjectiveEntity,"objective,entity");
	SCRIPT_REG_TEMPLFUNC(DrawStatusText, "text");
	SCRIPT_REG_TEMPLFUNC(SetUsability, "objId, message");
	SCRIPT_REG_FUNC(ReloadLevel);
	SCRIPT_REG_FUNC(ReloadLevelSavegame);
	SCRIPT_REG_FUNC(TacWarning);
	SCRIPT_REG_FUNC(HitIndicator);
	SCRIPT_REG_TEMPLFUNC(DamageIndicator, "weaponId, shooterId, direction, onVehicle");
	SCRIPT_REG_TEMPLFUNC(EnteredBuyZone, "zoneId, entered");
	SCRIPT_REG_TEMPLFUNC(EnteredServiceZone, "zoneId, entered");
	SCRIPT_REG_TEMPLFUNC(UpdateBuyList, "");
	SCRIPT_REG_TEMPLFUNC(RadarShowVehicleReady, "vehicleId");
	SCRIPT_REG_TEMPLFUNC(AddEntityToRadar, "entityId");
	SCRIPT_REG_TEMPLFUNC(RemoveEntityFromRadar, "entityId");
	SCRIPT_REG_TEMPLFUNC(ShowKillZoneTime, "active, seconds");
	SCRIPT_REG_TEMPLFUNC(OnPlayerVehicleBuilt, "vehicleId, playerId");
	SCRIPT_REG_FUNC(StartPlayerFallAndPlay);
	SCRIPT_REG_TEMPLFUNC(ShowDeathFX, "type");
	SCRIPT_REG_TEMPLFUNC(BattleLogEvent, "type, msg, [p1], [p2], [p3], [p4]");
	SCRIPT_REG_TEMPLFUNC(OnItemBought, "success, itemName");
	SCRIPT_REG_FUNC(FakeDeath);
	SCRIPT_REG_TEMPLFUNC(ShowWarningMessage, "warning, text");
	SCRIPT_REG_TEMPLFUNC(GetMapGridCoord, "x, y");
	SCRIPT_REG_TEMPLFUNC(OpenPDA, "show, buymenu");

	SCRIPT_REG_TEMPLFUNC(ShowCaptureProgress, "show");
	SCRIPT_REG_TEMPLFUNC(SetCaptureProgress, "progress");
	SCRIPT_REG_TEMPLFUNC(SetCaptureContested, "contested");
	SCRIPT_REG_TEMPLFUNC(ShowConstructionProgress, "show, queued, constructionTime");
	SCRIPT_REG_TEMPLFUNC(ShowReviveCycle, "show");
	SCRIPT_REG_TEMPLFUNC(SpawnGroupInvalid, "");
	
	SCRIPT_REG_TEMPLFUNC(SetProgressBar, "show, percent, text");
	SCRIPT_REG_TEMPLFUNC(DisplayBigOverlayFlashMessage, "msg, duration, posX, posY, color");
	SCRIPT_REG_TEMPLFUNC(FadeOutBigOverlayFlashMessage, "");
	SCRIPT_REG_TEMPLFUNC(GetLastInGameSave, "");
	
#undef SCRIPT_REG_CLASSNAME
}
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CScriptBind_Physics::CScriptBind_Physics(IScriptSystem *pScriptSystem, ISystem *pSystem)
{
	m_pSystem = NULL;
	m_p3DEngine = NULL;

	CScriptableBase::Init( pScriptSystem,pSystem );
	SetGlobalName( "Physics" );
	m_pSystem = pSystem;
	m_p3DEngine = gEnv->p3DEngine;
	m_pPhysicalWorld = m_pSystem->GetIPhysicalWorld();

#undef SCRIPT_REG_CLASSNAME 
#define SCRIPT_REG_CLASSNAME &CScriptBind_Physics::

	SCRIPT_REG_TEMPLFUNC(SimulateExplosion,"tableExplosion" );
	SCRIPT_REG_TEMPLFUNC(RegisterExplosionShape,"sGeometryFile,fSize,nIdMaterial,fProbability,sSplintersFile,fSplintersOffset,sSplintersCloudEffect" );
	SCRIPT_REG_TEMPLFUNC(RegisterExplosionCrack,"sGeometryFile,nIdMaterial" );
	SCRIPT_REG_FUNC(RayWorldIntersection);
	SCRIPT_REG_TEMPLFUNC(RayTraceCheck,"vSrc,vTrg,hSkipEntityId1,hSkipEntityId2");
	SCRIPT_REG_TEMPLFUNC(SamplePhysEnvironment,"vPoint,fRadius");
}
Ejemplo n.º 7
0
//------------------------------------------------------------------------
void CScriptBind_Action::RegisterMethods()
{
#undef SCRIPT_REG_CLASSNAME
#define SCRIPT_REG_CLASSNAME &CScriptBind_Action::

	SCRIPT_REG_TEMPLFUNC(LoadXML, "definitionFile, dataFile");
	SCRIPT_REG_TEMPLFUNC(SaveXML, "definitionFile, dataFile, dataTable");
	SCRIPT_REG_TEMPLFUNC(IsServer, "");
	SCRIPT_REG_TEMPLFUNC(IsClient, "");
	SCRIPT_REG_TEMPLFUNC(IsGameStarted, "");
	SCRIPT_REG_TEMPLFUNC(IsRMIServer, "");
	SCRIPT_REG_TEMPLFUNC(IsGameObjectProbablyVisible, "entityId");
	SCRIPT_REG_TEMPLFUNC(GetPlayerList, "");
	SCRIPT_REG_TEMPLFUNC(ActivateEffect, "name");
	SCRIPT_REG_TEMPLFUNC(GetWaterInfo, "pos");
	SCRIPT_REG_TEMPLFUNC(GetServer, "number");
	SCRIPT_REG_TEMPLFUNC(ConnectToServer, "server");
	SCRIPT_REG_TEMPLFUNC(RefreshPings, "");
	SCRIPT_REG_TEMPLFUNC(GetServerTime, "");
	SCRIPT_REG_TEMPLFUNC(PauseGame, "pause");
	SCRIPT_REG_TEMPLFUNC(IsImmersivenessEnabled, "");
	SCRIPT_REG_TEMPLFUNC(IsChannelSpecial, "entityId/channelId");


	SCRIPT_REG_TEMPLFUNC(ForceGameObjectUpdate, "entityId, force");
	SCRIPT_REG_TEMPLFUNC(CreateGameObjectForEntity, "entityId");
	SCRIPT_REG_TEMPLFUNC(BindGameObjectToNetwork, "entityId");
	SCRIPT_REG_TEMPLFUNC(ActivateExtensionForGameObject, "entityId, extension, activate");
	SCRIPT_REG_TEMPLFUNC(SetNetworkParent, "entityId, parentId");
	SCRIPT_REG_TEMPLFUNC(IsChannelOnHold, "channelId");
	SCRIPT_REG_TEMPLFUNC(BanPlayer, "playerId, message");

  SCRIPT_REG_TEMPLFUNC(PersistantSphere, "pos, radius, color, name, timeout");
  SCRIPT_REG_TEMPLFUNC(PersistantLine, "start, end, color, name, timeout");
  SCRIPT_REG_TEMPLFUNC(PersistantArrow, "pos, radius, color, dir, name, timeout");
  SCRIPT_REG_TEMPLFUNC(Persistant2DText, "text, size, color, name, timeout");
	SCRIPT_REG_TEMPLFUNC(PersistantEntityTag, "entityId, text");
	SCRIPT_REG_TEMPLFUNC(ClearEntityTags, "entityId");
	SCRIPT_REG_TEMPLFUNC(ClearStaticTag, "entityId, staticId");

	SCRIPT_REG_TEMPLFUNC(SendGameplayEvent, "entityId, event, [desc], [value], [ID|ptr], [str]");

	SCRIPT_REG_TEMPLFUNC(CacheItemSound, "itemName");
	SCRIPT_REG_TEMPLFUNC(CacheItemGeometry, "itemName");

	SCRIPT_REG_TEMPLFUNC(DontSyncPhysics, "entityId");

	SCRIPT_REG_TEMPLFUNC(EnableSignalTimer, "entityId, text");
	SCRIPT_REG_TEMPLFUNC(DisableSignalTimer, "entityId, text");
	SCRIPT_REG_TEMPLFUNC(SetSignalTimerRate, "entityId, text, float, float");
	SCRIPT_REG_TEMPLFUNC(ResetSignalTimer, "entityId, text");

	SCRIPT_REG_TEMPLFUNC(EnableRangeSignaling, "entityId, bEnable");
	SCRIPT_REG_TEMPLFUNC(DestroyRangeSignaling, "entityId");
	SCRIPT_REG_TEMPLFUNC(ResetRangeSignaling, "entityId");

	SCRIPT_REG_TEMPLFUNC(AddRangeSignal, "entityId, float, float, text");
	SCRIPT_REG_TEMPLFUNC(AddTargetRangeSignal, "entityId, targetId, float, float, text");
	SCRIPT_REG_TEMPLFUNC(AddAngleSignal, "entityId, float, float, text");

	SCRIPT_REG_FUNC(SetViewCamera);
	SCRIPT_REG_FUNC(ResetToNormalCamera);

	SCRIPT_REG_FUNC(RegisterWithAI);
	SCRIPT_REG_TEMPLFUNC(HasAI, "entityId");

	SCRIPT_REG_TEMPLFUNC(GetClassName, "classId");
	SCRIPT_REG_TEMPLFUNC(SetAimQueryMode, "entityId, mode");

	SCRIPT_REG_TEMPLFUNC(PreLoadADB, "adbFileName");
}
Ejemplo n.º 8
0
//------------------------------------------------------------------------
CScriptBind_Actor::CScriptBind_Actor(ISystem *pSystem)
: m_pSystem(pSystem),
	m_pGameFW(pSystem->GetIGame()->GetIGameFramework())
{
	Init(pSystem->GetIScriptSystem(), pSystem, 1);

	//////////////////////////////////////////////////////////////////////////
	// Init tables.
	//////////////////////////////////////////////////////////////////////////
	m_pParams.Create(m_pSS);

#undef SCRIPT_REG_CLASSNAME
#define SCRIPT_REG_CLASSNAME &CScriptBind_Actor::

  SCRIPT_REG_FUNC(DumpActorInfo);
	SCRIPT_REG_FUNC(SetViewAngleOffset);
	SCRIPT_REG_FUNC(GetViewAngleOffset);
	SCRIPT_REG_FUNC(Revive);
	SCRIPT_REG_FUNC(Kill);
	SCRIPT_REG_FUNC(RagDollize);
	SCRIPT_REG_FUNC(SetStats);
	SCRIPT_REG_FUNC(SetParams);
	SCRIPT_REG_FUNC(GetParams);
	SCRIPT_REG_FUNC(GetHeadPos);
	SCRIPT_REG_FUNC(GetHeadDir);
	SCRIPT_REG_FUNC(PostPhysicalize);
	SCRIPT_REG_FUNC(GetChannel);
	SCRIPT_REG_FUNC(IsPlayer);
	SCRIPT_REG_FUNC(IsLocalClient);
	SCRIPT_REG_FUNC(LinkToEntity);
	SCRIPT_REG_TEMPLFUNC(GetLinkedVehicleId, "");
	SCRIPT_REG_FUNC(LinkToVehicle);
	SCRIPT_REG_FUNC(LinkToVehicleRemotely);
  SCRIPT_REG_FUNC(IsGhostPit);
	SCRIPT_REG_FUNC(IsFlying);
	SCRIPT_REG_TEMPLFUNC(SetAngles,"vAngles");
	SCRIPT_REG_FUNC(GetAngles);
	SCRIPT_REG_TEMPLFUNC(AddAngularImpulse,"vAngular,deceleration,duration");
	SCRIPT_REG_TEMPLFUNC(SetViewLimits,"dir,rangeH,rangeV");
	SCRIPT_REG_TEMPLFUNC(PlayAction,"action,extension");
	SCRIPT_REG_TEMPLFUNC(SimulateOnAction,"action,mode,value");
	SCRIPT_REG_TEMPLFUNC(SetMovementTarget,"pos,target,up,speed");
	SCRIPT_REG_TEMPLFUNC(CameraShake,"amount,duration,frequency,pos");
	SCRIPT_REG_TEMPLFUNC(SetViewShake,"shakeAngle, shakeShift, duration, frequency, randomness");
	SCRIPT_REG_FUNC(VectorToLocal);
	SCRIPT_REG_TEMPLFUNC(EnableAspect, "aspects, enable");
	SCRIPT_REG_TEMPLFUNC(SetExtensionActivation,"extension,bActivate");
	SCRIPT_REG_TEMPLFUNC(SetExtensionParams,"extension,params");
	SCRIPT_REG_TEMPLFUNC(GetExtensionParams,"extension,params");

	SCRIPT_REG_TEMPLFUNC(SetInventoryAmmo, "ammo, amount");
	SCRIPT_REG_TEMPLFUNC(AddInventoryAmmo, "ammo, amount");
	SCRIPT_REG_TEMPLFUNC(GetInventoryAmmo, "ammo");

	SCRIPT_REG_TEMPLFUNC(SetHealth,"health");
	SCRIPT_REG_TEMPLFUNC(DamageInfo,"shooterID, targetID, weaponID, damage, damageType");
	SCRIPT_REG_TEMPLFUNC(SetMaxHealth,"health");
	SCRIPT_REG_FUNC(GetHealth);
	SCRIPT_REG_FUNC(GetMaxHealth);
	SCRIPT_REG_FUNC(GetArmor);
	SCRIPT_REG_FUNC(GetMaxArmor);
  SCRIPT_REG_FUNC(GetFrozenAmount);
  SCRIPT_REG_TEMPLFUNC(AddFrost, "frost");

	SCRIPT_REG_TEMPLFUNC(SetPhysicalizationProfile, "profile");
	SCRIPT_REG_TEMPLFUNC(GetPhysicalizationProfile, "");

	SCRIPT_REG_TEMPLFUNC(GetClosestAttachment, "characterSlot, testPos, maxDistance, suffix");
  SCRIPT_REG_TEMPLFUNC(AttachVulnerabilityEffect, "characterSlot, partid, hitPos, radius, effect, attachmentIdentifier");
  SCRIPT_REG_TEMPLFUNC(ResetVulnerabilityEffects, "characterSlot");
  SCRIPT_REG_TEMPLFUNC(GetCloseColliderParts, "characterSlot, hitPos, radius");
	SCRIPT_REG_TEMPLFUNC(QueueAnimationState,"animationState");
	SCRIPT_REG_TEMPLFUNC(ChangeAnimGraph,"graph, layer");
	SCRIPT_REG_TEMPLFUNC(CreateCodeEvent,"params");
	SCRIPT_REG_FUNC(GetCurrentAnimationState);
	SCRIPT_REG_TEMPLFUNC(SetAnimationInput,"name,value");
	SCRIPT_REG_TEMPLFUNC(TrackViewControlled,"characterSlot");
	SCRIPT_REG_TEMPLFUNC(SetSpectatorMode,"mode, target");
	SCRIPT_REG_TEMPLFUNC(GetSpectatorMode,"");
	SCRIPT_REG_TEMPLFUNC(GetSpectatorTarget, "");
	
	SCRIPT_REG_TEMPLFUNC(Fall,"hitPosX, hitPosY, hitPosZ");
	SCRIPT_REG_FUNC(IsFallen);
	SCRIPT_REG_FUNC(GetFallenTime);
	SCRIPT_REG_TEMPLFUNC(LooseHelmet,"hitDir, hitPos, simulate");
	SCRIPT_REG_TEMPLFUNC(GoLimp,"");
	SCRIPT_REG_TEMPLFUNC(StandUp,"");

	SCRIPT_REG_TEMPLFUNC(ActivateNanoSuit,"on");
	SCRIPT_REG_TEMPLFUNC(SetNanoSuitMode,"mode");
	SCRIPT_REG_FUNC(GetNanoSuitMode);
	SCRIPT_REG_FUNC(GetNanoSuitEnergy);
	SCRIPT_REG_TEMPLFUNC(SetNanoSuitEnergy,"energy");
	SCRIPT_REG_TEMPLFUNC(PlayNanoSuitSound,"sound");
	SCRIPT_REG_TEMPLFUNC(NanoSuitHit,"damage");

	//------------------------------------------------------------------------
	// NETWORK
	//------------------------------------------------------------------------
	SCRIPT_REG_TEMPLFUNC(CheckInventoryRestrictions, "itemClassName");
	SCRIPT_REG_TEMPLFUNC(CheckVirtualInventoryRestrictions, "inventory, itemClassName");
	SCRIPT_REG_TEMPLFUNC(HolsterItem, "holster");
	SCRIPT_REG_TEMPLFUNC(DropItem, "itemId");
	SCRIPT_REG_TEMPLFUNC(PickUpItem, "itemId");

	SCRIPT_REG_TEMPLFUNC(SelectItemByName, "");
	SCRIPT_REG_TEMPLFUNC(SelectItem, "");
	SCRIPT_REG_TEMPLFUNC(SelectLastItem, "");

	SCRIPT_REG_TEMPLFUNC(SelectItemByNameRemote, "itemClassName");
  	
	//------------------------------------------------------------------------
	
	SCRIPT_REG_TEMPLFUNC(CreateIKLimb,"slot,limbName,rootBone,midBone,endBone,flags");

	SCRIPT_REG_TEMPLFUNC(ResetScores, "");
	SCRIPT_REG_TEMPLFUNC(RenderScore, "");

  SCRIPT_REG_TEMPLFUNC(SetSearchBeam, "dir");
			
	m_pSS->SetGlobalValue("STANCE_PRONE", STANCE_PRONE);
	m_pSS->SetGlobalValue("STANCE_CROUCH", STANCE_CROUCH);
	m_pSS->SetGlobalValue("STANCE_STAND", STANCE_STAND);
	m_pSS->SetGlobalValue("STANCE_RELAXED", STANCE_RELAXED);
	m_pSS->SetGlobalValue("STANCE_STEALTH", STANCE_STEALTH);
	m_pSS->SetGlobalValue("STANCE_SWIM", STANCE_SWIM);
	m_pSS->SetGlobalValue("STANCE_ZEROG", STANCE_ZEROG);

	m_pSS->SetGlobalValue("ZEROG_AREA_ID", ZEROG_AREA_ID);

	m_pSS->SetGlobalValue("IKLIMB_LEFTHAND", IKLIMB_LEFTHAND);
	m_pSS->SetGlobalValue("IKLIMB_RIGHTHAND", IKLIMB_RIGHTHAND);

	m_pSS->SetGlobalValue("NANOMODE_SPEED", NANOMODE_SPEED);
	m_pSS->SetGlobalValue("NANOMODE_STRENGTH", NANOMODE_STRENGTH);
	m_pSS->SetGlobalValue("NANOMODE_CLOAK", NANOMODE_CLOAK);
	m_pSS->SetGlobalValue("NANOMODE_DEFENSE", NANOMODE_DEFENSE);
  m_pSS->SetGlobalValue("NANOSUIT_ENERGY", NANOSUIT_ENERGY);
}