//------------------------------------------------------------------------ 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 }
//------------------------------------------------------------------------ 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"); }
//------------------------------------------------------------------------ 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"); }
//------------------------------------------------------------------------ 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); }