/** Action.c Stuff for the proplist changes. @author Günther */ static const DFA_NONE = nil; static const DFA_WALK = "WALK"; static const DFA_FLIGHT = "FLIGHT"; static const DFA_KNEEL = "KNEEL"; static const DFA_SCALE = "SCALE"; static const DFA_HANGLE = "HANGLE"; static const DFA_DIG = "DIG"; static const DFA_SWIM = "SWIM"; static const DFA_THROW = "THROW"; static const DFA_BRIDGE = "BRIDGE"; static const DFA_PUSH = "PUSH"; static const DFA_LIFT = "LIFT"; static const DFA_FLOAT = "FLOAT"; static const DFA_ATTACH = "ATTACH"; static const DFA_CONNECT = "CONNECT"; static const DFA_PULL = "PULL"; static const Action = { GetName = Global.GetName, Length = 1, Directions = 1, Step = 1, Procedure = DFA_NONE, }; // documented in /docs/sdk/script/fn global func GameCall(string fn, ...) { if (!fn) return; var f = Scenario[fn]; if (!f) return; return Scenario->Call(f, ...); }