#ifndef PARTY_MEMBER_H #define PARTY_MEMBER_H #include #include "db.h" #include "obj_types.h" #include "scripts.h" namespace fallout { extern int gPartyMemberDescriptionsLength; extern int* gPartyMemberPids; int partyMembersInit(); void partyMembersReset(); void partyMembersExit(); int partyMemberAdd(Object* object); int partyMemberRemove(Object* object); int _partyMemberPrepSave(); int _partyMemberUnPrepSave(); int partyMembersSave(File* stream); int _partyMemberPrepLoad(); int _partyMemberRecoverLoad(); int partyMembersLoad(File* stream); void _partyMemberClear(); int _partyMemberSyncPosition(); int _partyMemberRestingHeal(int a1); Object* partyMemberFindByPid(int a1); bool _isPotentialPartyMember(Object* object); bool objectIsPartyMember(Object* object); int _getPartyMemberCount(); int _partyMemberPrepItemSaveAll(); int partyMemberGetBestSkill(Object* object); Object* partyMemberGetBestInSkill(int skill); int partyGetBestSkillValue(int skill); void _partyMemberSaveProtos(); bool partyMemberSupportsDisposition(Object* object, int disposition); bool partyMemberSupportsAreaAttackMode(Object* object, int areaAttackMode); bool partyMemberSupportsRunAwayMode(Object* object, int runAwayMode); bool partyMemberSupportsBestWeapon(Object* object, int bestWeapon); bool partyMemberSupportsDistance(Object* object, int distanceMode); bool partyMemberSupportsAttackWho(Object* object, int attackWho); bool partyMemberSupportsChemUse(Object* object, int chemUse); int _partyMemberIncLevels(); bool partyIsAnyoneCanBeHealedByRest(); int partyGetMaxWoundToHealByRest(); std::vector get_all_party_members_objects(bool include_hidden); } // namespace fallout #endif /* PARTY_MEMBER_H */