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author | Treeki <treeki@gmail.com> | 2013-02-28 05:46:11 +0100 |
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committer | Treeki <treeki@gmail.com> | 2013-02-28 05:46:11 +0100 |
commit | 73cf9df88eeb7b6193dd3c2c53b1c796a196418c (patch) | |
tree | 349e27d484a8830c712a4870963185ad38cb0cbd /include/game.h | |
parent | 20faadcbf59fee0c216590bd4372a268a2594783 (diff) | |
download | kamek-73cf9df88eeb7b6193dd3c2c53b1c796a196418c.tar.gz kamek-73cf9df88eeb7b6193dd3c2c53b1c796a196418c.zip |
your daily dose of API additions
Diffstat (limited to '')
-rwxr-xr-x | include/game.h | 17 |
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);
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