From 05f2fb40014e7a0f85960742d18ecf3a263310dd Mon Sep 17 00:00:00 2001 From: NovaRain Date: Sat, 3 Dec 2022 13:18:06 +0800 Subject: [PATCH] Minor edits to Functions_def.h --- sfall/FalloutEngine/Functions_def.h | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/sfall/FalloutEngine/Functions_def.h b/sfall/FalloutEngine/Functions_def.h index 3d2451fd..747557bf 100644 --- a/sfall/FalloutEngine/Functions_def.h +++ b/sfall/FalloutEngine/Functions_def.h @@ -98,21 +98,21 @@ WRAP_WATCOM_FUNC1(long, block_for_tocks, long, ticks) WRAP_WATCOM_FUNC2(long, combat_turn, fo::GameObject*, critter, long, isDudeTurn) // Perform combat turn for a given critter WRAP_WATCOM_FUNC1(long, critter_body_type, fo::GameObject*, critter) WRAP_WATCOM_FUNC1(long, critter_is_dead, fo::GameObject*, critter) +WRAP_WATCOM_FUNC1(long, critter_kill_count_type, fo::GameObject*, critter) WRAP_WATCOM_FUNC1(const char*, critter_name, fo::GameObject*, critter) // Returns the name of the critter WRAP_WATCOM_FUNC1(void, critter_pc_set_name, const char*, newName) // Change the name of playable character WRAP_WATCOM_FUNC1(long, critterIsOverloaded, fo::GameObject*, critter) WRAP_WATCOM_FUNC1(void, display_print, const char*, msg) // Displays message in main UI console window WRAP_WATCOM_FUNC0(void, display_stats) -WRAP_WATCOM_FUNC1(long, critter_kill_count_type, fo::GameObject*, critter) WRAP_WATCOM_FUNC2(void, endgame_load_palette, long, artType, long, fid) WRAP_WATCOM_FUNC1(void, EndLoad, fo::DbFile*, file) // Execute script proc by internal proc number (from script's proc table, basically a sequential number of a procedure as defined in code, starting from 1) WRAP_WATCOM_FUNC2(void, executeProcedure, fo::Program*, sptr, long, procNum) +WRAP_WATCOM_FUNC1(const char*, findCurrentProc, fo::Program*, program) // Returns the name of current procedure by program pointer WRAP_WATCOM_FUNC1(long, folder_print_line, const char*, text) WRAP_WATCOM_FUNC1(long, folder_print_seperator, const char*, text) -WRAP_WATCOM_FUNC1(const char*, findCurrentProc, fo::Program*, program) // Returns the name of current procedure by program pointer -WRAP_WATCOM_FUNC1(long, FMtext_width, const char*, text) WRAP_WATCOM_FUNC1(void, freeColorBlendTable, long, color) +WRAP_WATCOM_FUNC1(long, FMtext_width, const char*, text) WRAP_WATCOM_FUNC1(long, game_get_global_var, long, globalVar) WRAP_WATCOM_FUNC0(long, get_input) WRAP_WATCOM_FUNC1(fo::BlendColorTableData*, getColorBlendTable, long, color) @@ -222,21 +222,21 @@ WRAP_WATCOM_FUNC1(long, register_begin, long, regType) WRAP_WATCOM_FUNC0(long, register_end) WRAP_WATCOM_FUNC3(long, register_object_animate, fo::GameObject*, object, long, anim, long, delay) WRAP_WATCOM_FUNC3(long, register_object_animate_and_hide, fo::GameObject*, object, long, anim, long, delay) -// WRAP_WATCOM_FUNC3(long, register_object_animate_and_move_straight_, fo::GameObject*, object; -// WRAP_WATCOM_FUNC3(long, register_object_animate_forever_, fo::GameObject*, object; -// WRAP_WATCOM_FUNC3(long, register_object_animate_reverse_, fo::GameObject*, object; +//WRAP_WATCOM_FUNC3(long, register_object_animate_and_move_straight_, fo::GameObject*, object; +//WRAP_WATCOM_FUNC3(long, register_object_animate_forever_, fo::GameObject*, object; +//WRAP_WATCOM_FUNC3(long, register_object_animate_reverse_, fo::GameObject*, object; WRAP_WATCOM_FUNC3(long, register_object_change_fid, fo::GameObject*, object, long, artFid, long, delay) -// WRAP_WATCOM_FUNC3(long, register_object_check_falling_, fo::GameObject*, object; +//WRAP_WATCOM_FUNC3(long, register_object_check_falling_, fo::GameObject*, object; WRAP_WATCOM_FUNC1(long, register_object_dec_rotation, fo::GameObject*, object) WRAP_WATCOM_FUNC1(long, register_object_erase, fo::GameObject*, object) WRAP_WATCOM_FUNC3(long, register_object_funset, fo::GameObject*, object, long, action, long, delay) WRAP_WATCOM_FUNC1(long, register_object_inc_rotation, fo::GameObject*, object) WRAP_WATCOM_FUNC3(long, register_object_light, fo::GameObject*, object, long, lightRadius, long, delay) -// WRAP_WATCOM_FUNC3(long, register_object_move_on_stairs_, fo::GameObject*, object; -// WRAP_WATCOM_FUNC3(long, register_object_move_straight_to_tile_, fo::GameObject*, object; -// WRAP_WATCOM_FUNC3(long, register_object_must_call_, fo::GameObject*, object; +//WRAP_WATCOM_FUNC3(long, register_object_move_on_stairs_, fo::GameObject*, object; +//WRAP_WATCOM_FUNC3(long, register_object_move_straight_to_tile_, fo::GameObject*, object; +//WRAP_WATCOM_FUNC3(long, register_object_must_call_, fo::GameObject*, object; WRAP_WATCOM_FUNC1(long, register_object_must_erase, fo::GameObject*, object) -// WRAP_WATCOM_FUNC3(long, register_object_outline_, fo::GameObject*, object; +//WRAP_WATCOM_FUNC3(long, register_object_outline_, fo::GameObject*, object; WRAP_WATCOM_FUNC3(long, register_object_take_out, fo::GameObject*, object, long, holdFrameId, long, nothing) WRAP_WATCOM_FUNC3(long, register_object_turn_towards, fo::GameObject*, object, long, tileNum, long, nothing) WRAP_WATCOM_FUNC2(long, roll_random, long, minValue, long, maxValue)