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44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
/*
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* sfall
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* Copyright (C) 2008-2021 The sfall team
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*
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*/
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#pragma once
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namespace game
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{
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class Items {
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public:
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static void init();
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static long GetHealingPID(long index);
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static void SetHealingPID(long index, long pid);
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static bool __fastcall IsHealingItem(fo::GameObject* item);
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// True - use failed
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static bool UseDrugItemFunc(fo::GameObject* source, fo::GameObject* item);
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// Implementation of item_d_take_ engine function with the HOOK_USEOBJON hook
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static long item_d_take_drug(fo::GameObject* source, fo::GameObject* item);
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static long item_remove_mult(fo::GameObject* source, fo::GameObject* item, long count, long rmType);
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static long item_count(fo::GameObject* who, fo::GameObject* item);
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static long item_weapon_range(fo::GameObject* source, fo::GameObject* weapon, long hitMode);
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//static long item_w_range(fo::GameObject* source, long hitMode);
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// Implementation of item_w_primary_mp_cost_ and item_w_secondary_mp_cost_ engine functions in a single function with the HOOK_CALCAPCOST hook
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// Note: Use only for weapons
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static long __fastcall item_weapon_mp_cost(fo::GameObject* source, fo::GameObject* weapon, long hitMode, long isCalled);
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// Implementation of item_w_mp_cost_ engine function with the HOOK_CALCAPCOST hook
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// Note: Use the generic item_mp_cost function which has a hook call
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static long item_w_mp_cost(fo::GameObject* source, long hitMode, long isCalled);
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};
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} |