#ifndef PROTOTYPE_INSTANCES_H #define PROTOTYPE_INSTANCES_H #include "obj_types.h" namespace fallout { int _obj_sid(Object* object, int* sidPtr); int _obj_new_sid(Object* object, int* sidPtr); int _obj_new_sid_inst(Object* obj, int a2, int a3); int _obj_look_at(Object* a1, Object* a2); int _obj_look_at_func(Object* a1, Object* a2, void (*a3)(char* string)); int _obj_examine(Object* a1, Object* a2); int _obj_examine_func(Object* critter, Object* target, void (*fn)(char* string)); int _obj_pickup(Object* critter, Object* item); int _obj_drop(Object* a1, Object* a2); int _obj_destroy(Object* obj); int _protinst_use_item(Object* a1, Object* a2); int _obj_use_item(Object* a1, Object* a2); int _protinst_use_item_on(Object* a1, Object* a2, Object* item); int _obj_use_item_on(Object* a1, Object* a2, Object* a3); int _check_scenery_ap_cost(Object* obj, Object* a2); int _obj_use(Object* a1, Object* a2); int _obj_use_door(Object* a1, Object* a2, int a3); int _obj_use_container(Object* critter, Object* item); int _obj_use_skill_on(Object* a1, Object* a2, int skill); bool objectIsLocked(Object* obj); int objectLock(Object* obj); int objectUnlock(Object* obj); int objectIsOpen(Object* obj); int objectOpen(Object* obj); int objectClose(Object* obj); int objectJamLock(Object* obj); int objectUnjamLock(Object* obj); int objectUnjamAll(); int _obj_attempt_placement(Object* obj, int tile, int elevation, int a4); int _objPMAttemptPlacement(Object* obj, int tile, int elevation); } // namespace fallout #endif /* PROTOTYPE_INSTANCES_H */