Simplified and formatted code in Perks.cpp (from Mr.Stalin)

Replaced some 'strcpy_s' usages to 'strncpy_s' in Perks.cpp.
This commit is contained in:
NovaRain
2018-12-15 18:13:38 +08:00
parent b0fe927bfb
commit 651f23aa5b
3 changed files with 241 additions and 267 deletions
+2 -2
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@@ -7,8 +7,8 @@
; have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
;Name=The name of the perk
;Desc=The description of the perk
;Name=The name of the perk (max 63 characters)
;Desc=The description of the perk (max 1023 characters)
;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
;Ranks=The number of perk levels
;Level=The minimum required level
+2
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@@ -40,6 +40,7 @@ WRAP_WATCOM_FUNC4(void, display_target_inventory, long, inventoryOffset, long, v
WRAP_WATCOM_FUNC2(long, combat_turn, GameObject*, critter, long, isDudeTurn)
WRAP_WATCOM_FUNC1(long, critter_is_dead, GameObject*, critter)
WRAP_WATCOM_FUNC1(void, EndLoad, DbFile*, file)
WRAP_WATCOM_FUNC1(long, folder_print_line, const char*, text)
WRAP_WATCOM_FUNC1(long, game_get_global_var, long, globalVar)
WRAP_WATCOM_FUNC1(void, gdialogDisplayMsg, const char*, message)
WRAP_WATCOM_FUNC1(long, gmouse_3d_set_mode, long, mode)
@@ -105,6 +106,7 @@ WRAP_WATCOM_FUNC1(long, register_object_must_erase, GameObject*, object)
// WRAP_WATCOM_FUNC3(long, register_object_run_to_tile_, GameObject*, object;
WRAP_WATCOM_FUNC3(long, register_object_take_out, GameObject*, object, long, holdFrameId, long, nothing)
WRAP_WATCOM_FUNC3(long, register_object_turn_towards, GameObject*, object, long, tileNum, long, nothing)
WRAP_WATCOM_FUNC2(long, stat_get_base_direct, GameObject*, critter, long, statID)
// adds experience points to PC
WRAP_WATCOM_FUNC1(void, stat_pc_add_experience, long, amount)
// redraws the whole screen
+237 -265
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