diff --git a/src/ArmsItem.cpp b/src/ArmsItem.cpp index c96f5a01..477dcfc3 100644 --- a/src/ArmsItem.cpp +++ b/src/ArmsItem.cpp @@ -275,7 +275,7 @@ static void MoveCampCursor() } } -void PutCampObject() +static void PutCampObject() { int i; RECT rcArms; diff --git a/src/ArmsItem.h b/src/ArmsItem.h index c09ec130..c7a2f453 100644 --- a/src/ArmsItem.h +++ b/src/ArmsItem.h @@ -40,13 +40,13 @@ extern int gSelectedItem; extern ARMS gArmsData[ARMS_MAX]; extern ITEM gItemData[ITEM_MAX]; -/// Clear the gArmsData array, reverting it to the default state (no weapons) +/// Clear the weapons array, reverting it to the default state (no weapons) void ClearArmsData(); -/// Clear the gItemData array, reverting it to the default state (no items) +/// Clear the item array, reverting it to the default state (no items) void ClearItemData(); -/// Add code to the weapon array, setting max_num as the max ammo, or find code and add max_num to its ammo. Fails if no space is available and the weapon isn't already present +/// Add code to the weapons, setting max_num as the max ammo, or find code and add max_num to its ammo. Fails if no space is available and the weapon isn't already present BOOL AddArmsData(long code, long max_num); /// Remove code from the weapon array. Fails if code is not found. @@ -55,16 +55,22 @@ BOOL SubArmsData(long code); /// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found. BOOL TradeArms(long code1, long code2, long max_num); -/// Add code to the item array. Fails if no space is left +/// Add code to the items. Fails if no space is left BOOL AddItemData(long code); -/// Remove code from the item array. Fails if code was not found. +/// Remove code from the item array. Fails if code is not found. BOOL SubItemData(long code); -// Inventory loop +/// Inventory loop. Returns mode. int CampLoop(); + +/// Search for a in the items. Returns whether a was found. BOOL CheckItem(long a); + +/// Search for a in the weapons. Returns whether a was found. BOOL CheckArms(long a); + +/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire. BOOL UseArmsEnergy(long num); BOOL ChargeArmsEnergy(long num); void FullArmsEnergy();