- Added a setting to skip delay when showing damage to the whole party. It's a hidden preference at the moment, like skip startup splash.
- Replaced all instances of Boolean with bool, TRUE with true, FALSE with false. (Except for a few cases where this resulted in a compile error.) git-svn-id: http://openexile.googlecode.com/svn/trunk@38 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -1,5 +1,5 @@
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void start_outdoor_combat(cOutdoors::cCreature encounter,unsigned char in_which_terrain,short num_walls);
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Boolean pc_combat_move(location destination);
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bool pc_combat_move(location destination);
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void char_parry();
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void char_stand_ready();
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void pc_attack(short who_att,short target);
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@@ -9,24 +9,24 @@ void do_combat_cast(location target);
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void handle_marked_damage();
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void load_missile();
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void fire_missile(location target);
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Boolean combat_next_step();
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Boolean pick_next_pc();
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bool combat_next_step();
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bool pick_next_pc();
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void combat_run_monst();
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void do_monster_turn();
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void monster_attack_pc(short who_att,short target);
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void monster_attack_monster(short who_att,short attackee);
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void monst_fire_missile(short m_num,short skill,short bless,short level,location source,short target);
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Boolean monst_breathe(cPopulation::cCreature *caster,location targ_space,short dam_type);
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Boolean monst_cast_mage(cPopulation::cCreature *caster,short targ);
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Boolean monst_cast_priest(cPopulation::cCreature *caster,short targ);
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bool monst_breathe(cPopulation::cCreature *caster,location targ_space,short dam_type);
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bool monst_cast_mage(cPopulation::cCreature *caster,short targ);
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bool monst_cast_priest(cPopulation::cCreature *caster,short targ);
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void damage_target(short target,short dam,eDamageType type);
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location find_fireball_loc(location where,short radius,short mode,short *m);
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location closest_pc_loc(location where);
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short count_levels(location where,short radius);
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Boolean pc_near(short pc_num,location where,short radius);
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Boolean monst_near(short m_num,location where,short radius,short active);
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bool pc_near(short pc_num,location where,short radius);
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bool monst_near(short m_num,location where,short radius,short active);
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void fireball_space(location loc,short dam);
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void place_spell_pattern(effect_pat_type pat,location center,short type,Boolean prep_for_anim,short who_hit);
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void place_spell_pattern(effect_pat_type pat,location center,short type,bool prep_for_anim,short who_hit);
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void handle_item_spell(location loc,short num);
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void modify_pattern(effect_pat_type *pat,short type);
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void do_shockwave(location target);
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@@ -36,12 +36,12 @@ void hit_space(location target,short dam,eDamageType type,short report,short hit
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void do_poison();
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void handle_disease();
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void handle_acid();
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Boolean no_pcs_left();
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Boolean hit_end_c_button();
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Boolean out_monst_all_dead();
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bool no_pcs_left();
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bool hit_end_c_button();
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bool out_monst_all_dead();
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void end_combat();
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Boolean combat_cast_mage_spell();
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Boolean combat_cast_priest_spell();
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bool combat_cast_mage_spell();
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bool combat_cast_priest_spell();
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void start_spell_targeting(short num);
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void start_fancy_spell_targeting(short num);
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void spell_cast_hit_return();
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