Cleanup actions.h (#47)
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@ -20,6 +20,7 @@
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#include "perk.h"
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#include "proto.h"
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#include "proto_instance.h"
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#include "proto_types.h"
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#include "random.h"
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#include "scripts.h"
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#include "skill.h"
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@ -34,10 +35,10 @@
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#define MAX_KNOCKDOWN_DISTANCE 20
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// 0x5106D0
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int _action_in_explode = 0;
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static int _action_in_explode = 0;
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// 0x5106E0
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const int gNormalDeathAnimations[DAMAGE_TYPE_COUNT] = {
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static const int gNormalDeathAnimations[DAMAGE_TYPE_COUNT] = {
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ANIM_DANCING_AUTOFIRE,
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ANIM_SLICED_IN_HALF,
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ANIM_CHARRED_BODY,
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@ -48,7 +49,7 @@ const int gNormalDeathAnimations[DAMAGE_TYPE_COUNT] = {
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};
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// 0x5106FC
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const int gMaximumBloodDeathAnimations[DAMAGE_TYPE_COUNT] = {
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static const int gMaximumBloodDeathAnimations[DAMAGE_TYPE_COUNT] = {
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ANIM_CHUNKS_OF_FLESH,
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ANIM_SLICED_IN_HALF,
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ANIM_FIRE_DANCE,
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@ -58,6 +59,28 @@ const int gMaximumBloodDeathAnimations[DAMAGE_TYPE_COUNT] = {
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ANIM_EXPLODED_TO_NOTHING,
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};
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static int actionKnockdown(Object* obj, int* anim, int maxDistance, int rotation, int delay);
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static int _action_blood(Object* obj, int anim, int delay);
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static int _pick_death(Object* attacker, Object* defender, Object* weapon, int damage, int anim, bool isFallingBack);
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static int _check_death(Object* obj, int anim, int minViolenceLevel, bool isFallingBack);
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static int _internal_destroy(Object* a1, Object* a2);
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static void _show_damage_to_object(Object* a1, int damage, int flags, Object* weapon, bool isFallingBack, int knockbackDistance, int knockbackRotation, int a8, Object* a9, int a10);
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static int _show_death(Object* obj, int anim);
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static int _show_damage_extras(Attack* attack);
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static void _show_damage(Attack* attack, int a2, int a3);
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static int _action_melee(Attack* attack, int a2);
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static int _action_ranged(Attack* attack, int a2);
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static int _is_next_to(Object* a1, Object* a2);
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static int _action_climb_ladder(Object* a1, Object* a2);
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static int _pick_fall(Object* obj, int anim);
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static int _report_explosion(Attack* attack, Object* a2);
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static int _finished_explosion(Object* a1, Object* a2);
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static int _compute_explosion_damage(int min, int max, Object* a3, int* a4);
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static int _can_talk_to(Object* a1, Object* a2);
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static int _talk_to(Object* a1, Object* a2);
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static int _report_dmg(Attack* attack, Object* a2);
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static int _compute_dmg_damage(int min, int max, Object* obj, int* a4, int damage_type);
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// 0x410468
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int actionKnockdown(Object* obj, int* anim, int maxDistance, int rotation, int delay)
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{
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@ -3,26 +3,8 @@
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#include "combat_defs.h"
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#include "obj_types.h"
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#include "proto_types.h"
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extern int _action_in_explode;
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extern const int gNormalDeathAnimations[DAMAGE_TYPE_COUNT];
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extern const int gMaximumBloodDeathAnimations[DAMAGE_TYPE_COUNT];
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int actionKnockdown(Object* obj, int* anim, int maxDistance, int rotation, int delay);
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int _action_blood(Object* obj, int anim, int delay);
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int _pick_death(Object* attacker, Object* defender, Object* weapon, int damage, int anim, bool isFallingBack);
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int _check_death(Object* obj, int anim, int minViolenceLevel, bool isFallingBack);
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int _internal_destroy(Object* a1, Object* a2);
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void _show_damage_to_object(Object* a1, int damage, int flags, Object* weapon, bool isFallingBack, int knockbackDistance, int knockbackRotation, int a8, Object* a9, int a10);
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int _show_death(Object* obj, int anim);
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int _show_damage_extras(Attack* attack);
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void _show_damage(Attack* attack, int a2, int a3);
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int _action_attack(Attack* attack);
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int _action_melee(Attack* attack, int a2);
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int _action_ranged(Attack* attack, int a2);
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int _is_next_to(Object* a1, Object* a2);
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int _action_climb_ladder(Object* a1, Object* a2);
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int _action_use_an_item_on_object(Object* a1, Object* a2, Object* a3);
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int _action_use_an_object(Object* a1, Object* a2);
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int actionPickUp(Object* critter, Object* item);
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@ -31,18 +13,10 @@ int _action_skill_use(int a1);
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int actionUseSkill(Object* a1, Object* a2, int skill);
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bool _is_hit_from_front(Object* a1, Object* a2);
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bool _can_see(Object* a1, Object* a2);
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int _pick_fall(Object* obj, int anim);
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bool _action_explode_running();
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int actionExplode(int tile, int elevation, int minDamage, int maxDamage, Object* a5, bool a6);
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int _report_explosion(Attack* attack, Object* a2);
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int _finished_explosion(Object* a1, Object* a2);
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int _compute_explosion_damage(int min, int max, Object* a3, int* a4);
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int actionTalk(Object* a1, Object* a2);
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int _can_talk_to(Object* a1, Object* a2);
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int _talk_to(Object* a1, Object* a2);
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void _action_dmg(int tile, int elevation, int minDamage, int maxDamage, int damageType, bool animated, bool bypassArmor);
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int _report_dmg(Attack* attack, Object* a2);
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int _compute_dmg_damage(int min, int max, Object* obj, int* a4, int damage_type);
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bool actionCheckPush(Object* a1, Object* a2);
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int actionPush(Object* a1, Object* a2);
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int _action_can_talk_to(Object* a1, Object* a2);
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