Fix line endings
This commit is contained in:
@@ -1 +1,41 @@
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void init_directories();
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void init_directories();
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void save_scenario();
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void load_scenario();
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void augment_terrain(location to_create);
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void load_outdoors(location which_out,short mode);
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void load_town(short which_town);
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void import_town(short which_town);
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void create_basic_scenario();
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void make_new_scenario(Str255 file_name,short out_width,short out_height,short making_warriors_grove,
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short use_grass);
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void oops_error(short error);
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short init_data(short flag);
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short town_s(short flag);
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short out_s(short flag);
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short str_size_1(short flag);
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short str_size_2(short flag);
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short str_size_3(short flag);
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short get_buf_ptr(short flag);
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Boolean check_p (short pword);
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Boolean check_p2 (short pword);
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Boolean check_p3 (short pword);
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void reset_pwd();
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void start_data_dump();
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Boolean import_check_p (short pword);
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void scen_text_dump();
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void port_talk_nodes();
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void port_town();
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void port_t_d();
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void port_scenario();
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void port_item_list();
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void port_out(outdoor_record_type *out);
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void flip_spec_node(special_node_type *spec);
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void flip_short(short *s);
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void flip_rect(Rect *s);
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void port_dummy_talk_nodes();
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void port_dummy_t_d(short size,char *buffer);
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void port_dummy_town();
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void load_spec_graphics();
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File diff suppressed because one or more lines are too long
@@ -1 +1,62 @@
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void init_town(short size);
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void init_town(short size);
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void init_out();
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void edit_placed_monst(short which_m);
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void edit_placed_monst_event_filter (short item_hit);
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Boolean get_placed_monst_in_dlog();
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void put_placed_monst_in_dlog();
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creature_start_type edit_placed_monst_adv(creature_start_type monst_record);
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void edit_placed_monst_adv_event_filter (short item_hit);
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Boolean get_placed_monst_adv_in_dlog();
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void put_placed_monst_adv_in_dlog();
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void edit_sign(short which_sign,short picture);
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void edit_sign_event_filter (short item_hit);
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Boolean save_out_strs();
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void put_out_strs_in_dlog();
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void edit_out_strs_event_filter (short item_hit);
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void edit_out_strs();
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Boolean save_town_strs();
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void put_town_strs_in_dlog();
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void edit_town_strs_event_filter (short item_hit);
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void edit_town_strs();
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void pick_town_num_event_filter (short item_hit);
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short pick_town_num(short which_dlog,short def);
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void change_ter(short *change_from,short *change_to,short *chance);
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void change_ter_event_filter (short item_hit);
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void edit_out_wand(short mode);
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void edit_out_wand_event_filter (short item_hit);
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Boolean get_out_wand_in_dlog();
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void put_out_wand_in_dlog();
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void outdoor_details_event_filter (short item_hit);
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void outdoor_details();
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void edit_town_details();
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void edit_town_details_event_filter (short item_hit);
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void put_town_details_in_dlog();
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Boolean save_town_details();
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void edit_town_events();
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void edit_town_events_event_filter (short item_hit);
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void put_town_events_in_dlog();
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Boolean save_town_events();
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void edit_advanced_town();
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void edit_advanced_town_event_filter (short item_hit);
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void put_advanced_town_in_dlog();
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Boolean save_advanced_town();
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void edit_basic_dlog(short which_node);
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void edit_basic_dlog_event_filter (short item_hit);
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void put_basic_dlog_in_dlog();
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Boolean save_basic_dlog();
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void edit_talk_node(short which_node,short parent_num);
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void edit_talk_node_event_filter (short item_hit);
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void put_talk_node_in_dlog();
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Boolean save_talk_node();
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void pick_out_event_filter (short item_hit);
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short pick_out(location default_loc);
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void pick_import_town_event_filter (short item_hit);
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short pick_import_town(short which_dlog,short def);
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Boolean new_town(short which_town);
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void new_town_event_filter (short item_hit);
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void edit_placed_item_event_filter (short item_hit);
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void edit_placed_item(short which_i);
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void delete_last_town();
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void edit_town_wand_event_filter (short item_hit);
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void edit_town_wand();
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@@ -1 +1,5 @@
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A note about the sounds. They are kept in here just for organization. When you compile the game, they will need to be somewhere where the compiler can find them. They are all referenced in the .rc file.
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A note about the sounds. They are kept in here just for organization. When you compile the game, they will need to be somewhere where the compiler can find them. They are all referenced in the .rc file.
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These are the original .wav files from Blades of Exile. Hopefully they still work.
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- Jeff Vogel
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