Commented some func decls in ArmsItem.h and changed a "32" to "0x20" in the cpp
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
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2 changed files with 29 additions and 7 deletions
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@ -569,6 +569,6 @@ int RotationArmsRev()
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void ChangeToFirstArms()
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{
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gSelectedArms = 0;
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gArmsEnergyX = 32;
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gArmsEnergyX = 0x20;
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PlaySoundObject(4, 1);
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}
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@ -28,10 +28,13 @@ struct ITEM
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int code;
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};
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// Limits for the amount of weapons and items
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#define ARMS_MAX 8
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#define ITEM_MAX 0x20
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/// X coordinate for the weapons energy
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extern int gArmsEnergyX;
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extern int gSelectedArms;
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@ -40,40 +43,59 @@ extern int gSelectedItem;
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extern ARMS gArmsData[ARMS_MAX];
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extern ITEM gItemData[ITEM_MAX];
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/// Clear the weapons array, reverting it to the default state (no weapons)
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void ClearArmsData();
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/// Clear the item array, reverting it to the default state (no items)
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void ClearItemData();
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/// 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
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BOOL AddArmsData(long code, long max_num);
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/// Remove code from the weapon array. Fails if code is not found.
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/// Remove code from the weapons. Fails if code is not found
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BOOL SubArmsData(long code);
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/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found.
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/// Replace code1 with code2, setting max_num as its max ammo. Fails if code1 is not found
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BOOL TradeArms(long code1, long code2, long max_num);
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/// Add code to the items. Fails if no space is left
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BOOL AddItemData(long code);
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/// Remove code from the item array. Fails if code is not found.
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/// Remove code from the items. Fails if code is not found
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BOOL SubItemData(long code);
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/// Inventory loop. Returns mode.
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int CampLoop();
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/// Search for a in the items. Returns whether a was found.
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/// Search for a in the items. Returns whether a was found
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BOOL CheckItem(long a);
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/// Search for a in the weapons. Returns whether a was found.
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/// Search for a in the weapons. Returns whether a was found
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BOOL CheckArms(long a);
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/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire.
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/// Remove num ammo from the currently selected weapon. Returns whether there was any ammo left to fire
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BOOL UseArmsEnergy(long num);
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/// Add num ammo to the currently selected weapon (capped at the maximum ammunition). Returns true
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BOOL ChargeArmsEnergy(long num);
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/// Set every weapons ammunition to its maximum ammunition
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void FullArmsEnergy();
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// "Rotation" means "Weapons currently owned by the player (present in the weapons array)"
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/// Change the current weapon to the next one in the rotation. Returns the ID of the newly selected weapon
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int RotationArms();
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/// Change the current weapon to the previous one in the rotation. Returns the ID of the newly selected weapon
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int RotationArmsRev();
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/// Change the current weapon to be the first one and play the usual rotation animation
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void ChangeToFirstArms();
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