Added Sophia

- deleted all the __cdecl except for the #define function. because /Gd enable the __cdecl for function by default.

- added the commented code in FireWeapon for TR3 entity (some function is missing)
This commit is contained in:
TokyoSU 2019-12-02 14:49:19 +01:00
parent 37ac9b77fd
commit 713c992d76
115 changed files with 2749 additions and 1499 deletions

View file

@ -19,7 +19,7 @@ static void ShotLara_WithShotgun(ITEM_INFO* item, AI_INFO* info, BITE_INFO* bite
ShotLara(item, info, bite, angle_y, damage);
}
void __cdecl InitialiseWorkerShotgun(short itemNum)
void InitialiseWorkerShotgun(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
@ -33,7 +33,7 @@ void __cdecl InitialiseWorkerShotgun(short itemNum)
item->currentAnimState = anim->currentAnimState;
}
void __cdecl WorkerShotgunControl(short itemNum)
void WorkerShotgunControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -235,7 +235,7 @@ void __cdecl WorkerShotgunControl(short itemNum)
CreatureAnimation(itemNum, angle, tilt);
}
void __cdecl InitialiseWorkerMachineGun(short itemNum)
void InitialiseWorkerMachineGun(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;
@ -249,7 +249,7 @@ void __cdecl InitialiseWorkerMachineGun(short itemNum)
item->currentAnimState = anim->currentAnimState;
}
void __cdecl WorkerMachineGunControl(short itemNum)
void WorkerMachineGunControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -485,7 +485,7 @@ void __cdecl WorkerMachineGunControl(short itemNum)
CreatureAnimation(itemNum, angle, tilt);
}
void __cdecl WorkerDualGunControl(short itemNum)
void WorkerDualGunControl(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -777,7 +777,7 @@ void Flame(DWORD x, int y, DWORD z, int speed, WORD yrot, WORD room_number)
*/
// TODO: add flame effect when shooting
void __cdecl WorkerFlamethrower(short itemNum)
void WorkerFlamethrower(short itemNum)
{
if (!CreatureActive(itemNum))
return;
@ -983,7 +983,7 @@ void __cdecl WorkerFlamethrower(short itemNum)
CreatureAnimation(itemNum, angle, tilt);
}
void __cdecl InitialiseWorkerFlamethrower(short itemNum)
void InitialiseWorkerFlamethrower(short itemNum)
{
ANIM_STRUCT* anim;
ITEM_INFO* item;