Some rearranging of classes so that things are in more logical places.
git-svn-id: http://openexile.googlecode.com/svn/trunk@45 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -4,58 +4,58 @@ void take_explored(short i,short j);
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bool is_out();
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bool is_town();
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bool is_combat();
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bool special(short i,short j);
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void flip_special(short i,short j);
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void make_special(short i,short j);
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void take_special(short i,short j);
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bool is_web(short i,short j);
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//bool special(short i,short j);
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//void flip_special(short i,short j);
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//void make_special(short i,short j);
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//void take_special(short i,short j);
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//bool is_web(short i,short j);
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void make_web(short i,short j);
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void take_web(short i,short j);
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bool is_crate(short i,short j);
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void make_crate(short i,short j);
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void take_crate(short i,short j);
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bool is_barrel(short i,short j);
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void make_barrel(short i,short j);
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void take_barrel(short i,short j);
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bool is_fire_barrier(short i,short j);
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void make_fire_barrier(short i,short j);
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void take_fire_barrier(short i,short j);
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bool is_force_barrier(short i,short j);
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void make_force_barrier(short i,short j);
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void take_force_barrier(short i,short j);
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bool is_quickfire(short i,short j);
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//void take_web(short i,short j);
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//bool is_crate(short i,short j);
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//void make_crate(short i,short j);
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//void take_crate(short i,short j);
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//bool is_barrel(short i,short j);
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//void make_barrel(short i,short j);
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//void take_barrel(short i,short j);
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//bool is_fire_barrier(short i,short j);
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//void make_fire_barrier(short i,short j);
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//void take_fire_barrier(short i,short j);
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//bool is_force_barrier(short i,short j);
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//void make_force_barrier(short i,short j);
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//void take_force_barrier(short i,short j);
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//bool is_quickfire(short i,short j);
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void make_quickfire(short i,short j);
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void take_quickfire(short i,short j);
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bool is_force_wall(short i,short j);
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//void take_quickfire(short i,short j);
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//bool is_force_wall(short i,short j);
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void make_force_wall(short i,short j);
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void take_force_wall(short i,short j);
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bool is_fire_wall(short i,short j);
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//void take_force_wall(short i,short j);
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//bool is_fire_wall(short i,short j);
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void make_fire_wall(short i,short j);
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void take_fire_wall(short i,short j);
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bool is_antimagic(short i,short j);
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//void take_fire_wall(short i,short j);
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//bool is_antimagic(short i,short j);
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void make_antimagic(short i,short j);
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void take_antimagic(short i,short j);
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bool is_scloud(short i,short j);
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//void take_antimagic(short i,short j);
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//bool is_scloud(short i,short j);
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void make_scloud(short i,short j);
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void take_scloud(short i,short j);
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bool is_ice_wall(short i,short j);
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//void take_scloud(short i,short j);
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//bool is_ice_wall(short i,short j);
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void make_ice_wall(short i,short j);
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void take_ice_wall(short i,short j);
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bool is_blade_wall(short i,short j);
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//void take_ice_wall(short i,short j);
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//bool is_blade_wall(short i,short j);
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void make_blade_wall(short i,short j);
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void take_blade_wall(short i,short j);
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bool is_sleep_cloud(short i,short j);
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//void take_blade_wall(short i,short j);
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//bool is_sleep_cloud(short i,short j);
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void make_sleep_cloud(short i,short j);
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void take_sleep_cloud(short i,short j);
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//void take_sleep_cloud(short i,short j);
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bool is_small_blood(short i,short j);
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bool is_medium_blood(short i,short j);
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bool is_large_blood(short i,short j);
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bool is_small_slime(short i,short j);
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bool is_big_slime(short i,short j);
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bool is_ash(short i,short j);
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bool is_bones(short i,short j);
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bool is_rubble(short i,short j);
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//bool is_small_blood(short i,short j);
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//bool is_medium_blood(short i,short j);
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//bool is_large_blood(short i,short j);
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//bool is_small_slime(short i,short j);
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//bool is_big_slime(short i,short j);
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//bool is_ash(short i,short j);
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//bool is_bones(short i,short j);
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//bool is_rubble(short i,short j);
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void make_sfx(short i,short j, short type);
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void spread_sfx(short type,short prob);
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