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authorTreeki <treeki@gmail.com>2013-02-28 05:46:11 +0100
committerTreeki <treeki@gmail.com>2013-02-28 05:46:11 +0100
commit73cf9df88eeb7b6193dd3c2c53b1c796a196418c (patch)
tree349e27d484a8830c712a4870963185ad38cb0cbd /include/game.h
parent20faadcbf59fee0c216590bd4372a268a2594783 (diff)
downloadkamek-73cf9df88eeb7b6193dd3c2c53b1c796a196418c.tar.gz
kamek-73cf9df88eeb7b6193dd3c2c53b1c796a196418c.zip
your daily dose of API additions
Diffstat (limited to '')
-rwxr-xr-xinclude/game.h17
1 files changed, 9 insertions, 8 deletions
diff --git a/include/game.h b/include/game.h
index d90ce0f..5fcd2e8 100755
--- a/include/game.h
+++ b/include/game.h
@@ -3526,15 +3526,15 @@ namespace mEf {
void clear();
virtual bool probablyCreateWithName(const char *name, u32 unk);
- virtual bool spawn(const char *name, u32 unk, Vec *pos=0, S16Vec *rot=0, Vec *scale=0);
- virtual bool spawnWithMatrix(const char *name, u32 unk, Mtx *mtx);
+ virtual bool spawn(const char *name, u32 unk, const Vec *pos=0, const S16Vec *rot=0, const Vec *scale=0);
+ virtual bool spawnWithMatrix(const char *name, u32 unk, const Mtx *mtx);
// these two deal with mEf::effectCB_c and crap. absolutely no idea.
virtual bool _vfA8(/* tons and tons of params */);
virtual bool _vfAC(/* a slightly smaller amount of params */);
- virtual bool _vfB0(Vec *pos=0, S16Vec *rot=0, Vec *scale=0);
- virtual bool _vfB4(Mtx *mtx);
+ virtual bool _vfB0(const Vec *pos=0, const S16Vec *rot=0, const Vec *scale=0);
+ virtual bool _vfB4(const Mtx *mtx);
};
class es2 : public effect_c {
@@ -3547,10 +3547,10 @@ namespace mEf {
void makeItHappen();
bool probablyCreateWithName(const char *name, u32 unk);
- bool spawn(const char *name, u32 unk, Vec *pos=0, S16Vec *rot=0, Vec *scale=0);
- bool spawnWithMatrix(const char *name, u32 unk, Mtx *mtx);
- bool _vfB0(Vec *pos=0, S16Vec *rot=0, Vec *scale=0);
- bool _vfB4(Mtx *mtx);
+ bool spawn(const char *name, u32 unk, const Vec *pos=0, const S16Vec *rot=0, const Vec *scale=0);
+ bool spawnWithMatrix(const char *name, u32 unk, const Mtx *mtx);
+ bool _vfB0(const Vec *pos=0, const S16Vec *rot=0, const Vec *scale=0);
+ bool _vfB4(const Mtx *mtx);
virtual u8 returnField11D(); // does exactly what it says on the tin
@@ -3876,6 +3876,7 @@ inline int Player_VF3D4(void *self) {
extern "C" void PlaySoundWithFunctionB4(void *spc, nw4r::snd::SoundHandle *handle, int id, int unk);
+void GetPosForLayoutEffect(VEC3 *pos, bool quack);
bool SmoothRotation(s16 *pValue, s16 target, s16 stepSize);