/*
**	Command & Conquer Renegade(tm)
**	Copyright 2025 Electronic Arts Inc.
**
**	This program is free software: you can redistribute it and/or modify
**	it under the terms of the GNU General Public License as published by
**	the Free Software Foundation, either version 3 of the License, or
**	(at your option) any later version.
**
**	This program is distributed in the hope that it will be useful,
**	but WITHOUT ANY WARRANTY; without even the implied warranty of
**	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
**	GNU General Public License for more details.
**
**	You should have received a copy of the GNU General Public License
**	along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

/******************************************************************************
*
* FILE
*
* DESCRIPTION
*
* PROGRAMMER
*     Joe Gernert
*
* VERSION INFO
*     $Author: Joe_g $
*     $Revision: 431 $
*     $Modtime: 1/12/02 2:28p $
*     $Archive: /Commando/Code/Scripts/Test_JDG_EVA.cpp $
*
******************************************************************************/

#include "toolkit.h"
#include "mission1.h"
#include "mission11.h"
#include "wwmath.h"

/*
	virtual	void	Created( GameObject * obj ) {}
	virtual	void	Destroyed( GameObject * obj ) {}
	virtual	void	Killed( GameObject * obj, GameObject * killer ) {}
	virtual	void	Damaged( GameObject * obj, GameObject * damager, float amount ) {}
	virtual	void	Custom( GameObject * obj, int type, int param, GameObject * sender ) {}
	virtual	void	Sound_Heard( GameObject * obj, const CombatSound & sound ) {}
	virtual	void	Enemy_Seen( GameObject * obj, GameObject * enemy ) {}
	virtual	void	Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason )	{}
	virtual	void	Timer_Expired( GameObject * obj, int timer_id ) {}
	virtual	void	Animation_Complete( GameObject * obj, const char * animation_name ) {}
	virtual	void	Poked( GameObject * obj, GameObject * poker ) {}
	virtual	void	Entered( GameObject * obj, GameObject * enterer ) {}		
	virtual	void	Exited( GameObject * obj, GameObject * exiter ) {}
*/



