mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 17:57:59 +03:00
613 lines
14 KiB
C++
613 lines
14 KiB
C++
#pragma once
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#include "Scripting/LanguageScript.h"
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#include "Specific/configuration.h"
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enum class InventoryMode
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{
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None,
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InGame,
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Pause,
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Statistics,
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Examine,
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Diary,
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Load,
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Save
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};
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enum class InventoryResult
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{
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None,
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UseItem,
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NewGame,
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LoadGame,
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SaveGame,
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ExitGame,
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ExitToTitle,
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NewGameSelectedLevel
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};
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enum class MenuType
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{
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None,
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Use,
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ChooseAmmo,
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Combine,
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Seperate,
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Equip,
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Ammo1,
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Ammo2,
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Ammo3,
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Load,
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Save,
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Examine,
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Statistics,
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Diary
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};
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enum ItemOptions : uint64_t
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{
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OPT_ALWAYSCOMBINE = 1 << 0,
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OPT_EQUIP = 1 << 1,
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OPT_USE = 1 << 2,
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OPT_COMBINABLE = 1 << 3,
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OPT_SEPERATABLE = 1 << 4,
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OPT_EXAMINABLE = 1 << 5,
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OPT_CHOOSEAMMO_SHOTGUN = 1 << 6,
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OPT_CHOOSEAMMO_CROSSBOW = 1 << 7,
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OPT_CHOOSEAMMO_GRENADEGUN = 1 << 8,
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OPT_CHOOSEAMMO_UZI = 1 << 9,
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OPT_CHOOSEAMMO_PISTOLS = 1 << 10,
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OPT_CHOOSEAMMO_REVOLVER = 1 << 11,
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OPT_LOAD = 1 << 12,
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OPT_SAVE = 1 << 13,
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OPT_CHOOSEAMMO_HK = 1 << 14,
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OPT_STATS = 1 << 15,
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OPT_CHOOSEAMMO_HARPOON = 1 << 16,
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OPT_CHOOSEAMMO_ROCKET = 1 << 17,
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OPT_DIARY = 1 << 18
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};
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enum RotationFlags
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{
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INV_ROT_X = 1,
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INV_ROT_Y = 2,
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INV_ROT_Z = 4
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};
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enum class RingTypes
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{
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Inventory,
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Ammo
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};
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enum class Menu
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{
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Title,
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Pause,
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Statistics,
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SelectLevel,
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LoadGame,
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Options,
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Display,
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Controls,
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Sound
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};
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enum InventoryObjectTypes
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{
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// Weapons and ammos
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INV_OBJECT_PISTOLS,
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INV_OBJECT_PISTOLS_AMMO,
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INV_OBJECT_UZIS,
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INV_OBJECT_UZI_AMMO,
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INV_OBJECT_SHOTGUN,
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INV_OBJECT_SHOTGUN_AMMO1,
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INV_OBJECT_SHOTGUN_AMMO2,
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INV_OBJECT_REVOLVER,
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INV_OBJECT_REVOLVER_AMMO,
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INV_OBJECT_REVOLVER_LASER,
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INV_OBJECT_CROSSBOW,
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INV_OBJECT_CROSSBOW_LASER,
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INV_OBJECT_CROSSBOW_AMMO1,
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INV_OBJECT_CROSSBOW_AMMO2,
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INV_OBJECT_CROSSBOW_AMMO3,
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INV_OBJECT_HK,
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INV_OBJECT_HK_SILENCER,
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INV_OBJECT_HK_AMMO,
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INV_OBJECT_GRENADE_LAUNCHER,
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INV_OBJECT_GRENADE_AMMO1,
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INV_OBJECT_GRENADE_AMMO2,
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INV_OBJECT_GRENADE_AMMO3,
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INV_OBJECT_HARPOON_GUN,
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INV_OBJECT_HARPOON_AMMO,
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INV_OBJECT_ROCKET_LAUNCHER,
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INV_OBJECT_ROCKET_AMMO,
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// Misc objects
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INV_OBJECT_LASERSIGHT,
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INV_OBJECT_SILENCER,
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INV_OBJECT_LARGE_MEDIPACK,
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INV_OBJECT_SMALL_MEDIPACK,
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INV_OBJECT_BINOCULARS,
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INV_OBJECT_FLARES,
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INV_OBJECT_TIMEX,
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INV_OBJECT_LOAD_FLOPPY,
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INV_OBJECT_SAVE_FLOPPY,
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INV_OBJECT_BRUNING_TORCH,
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INV_OBJECT_CROWBAR,
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INV_OBJECT_DIARY,
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INV_OBJECT_COMPASS,
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INV_OBJECT_BEETLE,
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INV_OBJECT_BEETLE_PART1,
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INV_OBJECT_BEETLE_PART2,
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INV_OBJECT_SMOL_WATERSKIN,
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INV_OBJECT_SMOL_WATERSKIN1L,
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INV_OBJECT_SMOL_WATERSKIN2L,
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INV_OBJECT_SMOL_WATERSKIN3L,
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INV_OBJECT_BIG_WATERSKIN,
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INV_OBJECT_BIG_WATERSKIN1L,
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INV_OBJECT_BIG_WATERSKIN2L,
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INV_OBJECT_BIG_WATERSKIN3L,
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INV_OBJECT_BIG_WATERSKIN4L,
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INV_OBJECT_BIG_WATERSKIN5L,
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INV_OBJECT_OPEN_DIARY,
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// Puzzle, keys, pickups, examines
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INV_OBJECT_PUZZLE1,
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INV_OBJECT_PUZZLE2,
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INV_OBJECT_PUZZLE3,
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INV_OBJECT_PUZZLE4,
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INV_OBJECT_PUZZLE5,
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INV_OBJECT_PUZZLE6,
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INV_OBJECT_PUZZLE7,
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INV_OBJECT_PUZZLE8,
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INV_OBJECT_PUZZLE9,
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INV_OBJECT_PUZZLE10,
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INV_OBJECT_PUZZLE11,
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INV_OBJECT_PUZZLE12,
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INV_OBJECT_PUZZLE13,
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INV_OBJECT_PUZZLE14,
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INV_OBJECT_PUZZLE15,
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INV_OBJECT_PUZZLE16,
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INV_OBJECT_PUZZLE1_COMBO1,
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INV_OBJECT_PUZZLE1_COMBO2,
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INV_OBJECT_PUZZLE2_COMBO1,
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INV_OBJECT_PUZZLE2_COMBO2,
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INV_OBJECT_PUZZLE3_COMBO1,
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INV_OBJECT_PUZZLE3_COMBO2,
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INV_OBJECT_PUZZLE4_COMBO1,
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INV_OBJECT_PUZZLE4_COMBO2,
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INV_OBJECT_PUZZLE5_COMBO1,
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INV_OBJECT_PUZZLE5_COMBO2,
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INV_OBJECT_PUZZLE6_COMBO1,
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INV_OBJECT_PUZZLE6_COMBO2,
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INV_OBJECT_PUZZLE7_COMBO1,
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INV_OBJECT_PUZZLE7_COMBO2,
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INV_OBJECT_PUZZLE8_COMBO1,
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INV_OBJECT_PUZZLE8_COMBO2,
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INV_OBJECT_PUZZLE9_COMBO1,
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INV_OBJECT_PUZZLE9_COMBO2,
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INV_OBJECT_PUZZLE10_COMBO1,
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INV_OBJECT_PUZZLE10_COMBO2,
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INV_OBJECT_PUZZLE11_COMBO1,
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INV_OBJECT_PUZZLE11_COMBO2,
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INV_OBJECT_PUZZLE12_COMBO1,
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INV_OBJECT_PUZZLE12_COMBO2,
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INV_OBJECT_PUZZLE13_COMBO1,
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INV_OBJECT_PUZZLE13_COMBO2,
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INV_OBJECT_PUZZLE14_COMBO1,
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INV_OBJECT_PUZZLE14_COMBO2,
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INV_OBJECT_PUZZLE15_COMBO1,
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INV_OBJECT_PUZZLE15_COMBO2,
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INV_OBJECT_PUZZLE16_COMBO1,
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INV_OBJECT_PUZZLE16_COMBO2,
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INV_OBJECT_KEY1,
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INV_OBJECT_KEY2,
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INV_OBJECT_KEY3,
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INV_OBJECT_KEY4,
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INV_OBJECT_KEY5,
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INV_OBJECT_KEY6,
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INV_OBJECT_KEY7,
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INV_OBJECT_KEY8,
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INV_OBJECT_KEY9,
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INV_OBJECT_KEY10,
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INV_OBJECT_KEY11,
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INV_OBJECT_KEY12,
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INV_OBJECT_KEY13,
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INV_OBJECT_KEY14,
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INV_OBJECT_KEY15,
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INV_OBJECT_KEY16,
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INV_OBJECT_KEY1_COMBO1,
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INV_OBJECT_KEY1_COMBO2,
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INV_OBJECT_KEY2_COMBO1,
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INV_OBJECT_KEY2_COMBO2,
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INV_OBJECT_KEY3_COMBO1,
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INV_OBJECT_KEY3_COMBO2,
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INV_OBJECT_KEY4_COMBO1,
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INV_OBJECT_KEY4_COMBO2,
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INV_OBJECT_KEY5_COMBO1,
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INV_OBJECT_KEY5_COMBO2,
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INV_OBJECT_KEY6_COMBO1,
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INV_OBJECT_KEY6_COMBO2,
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INV_OBJECT_KEY7_COMBO1,
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INV_OBJECT_KEY7_COMBO2,
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INV_OBJECT_KEY8_COMBO1,
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INV_OBJECT_KEY8_COMBO2,
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INV_OBJECT_KEY9_COMBO1,
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INV_OBJECT_KEY9_COMBO2,
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INV_OBJECT_KEY10_COMBO1,
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INV_OBJECT_KEY10_COMBO2,
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INV_OBJECT_KEY11_COMBO1,
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INV_OBJECT_KEY11_COMBO2,
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INV_OBJECT_KEY12_COMBO1,
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INV_OBJECT_KEY12_COMBO2,
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INV_OBJECT_KEY13_COMBO1,
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INV_OBJECT_KEY13_COMBO2,
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INV_OBJECT_KEY14_COMBO1,
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INV_OBJECT_KEY14_COMBO2,
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INV_OBJECT_KEY15_COMBO1,
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INV_OBJECT_KEY15_COMBO2,
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INV_OBJECT_KEY16_COMBO1,
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INV_OBJECT_KEY16_COMBO2,
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INV_OBJECT_PICKUP1,
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INV_OBJECT_PICKUP2,
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INV_OBJECT_PICKUP3,
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INV_OBJECT_PICKUP4,
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INV_OBJECT_PICKUP5,
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INV_OBJECT_PICKUP6,
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INV_OBJECT_PICKUP7,
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INV_OBJECT_PICKUP8,
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INV_OBJECT_PICKUP9,
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INV_OBJECT_PICKUP10,
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INV_OBJECT_PICKUP11,
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INV_OBJECT_PICKUP12,
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INV_OBJECT_PICKUP13,
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INV_OBJECT_PICKUP14,
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INV_OBJECT_PICKUP15,
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INV_OBJECT_PICKUP16,
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INV_OBJECT_PICKUP1_COMBO1,
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INV_OBJECT_PICKUP1_COMBO2,
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INV_OBJECT_PICKUP2_COMBO1,
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INV_OBJECT_PICKUP2_COMBO2,
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INV_OBJECT_PICKUP3_COMBO1,
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INV_OBJECT_PICKUP3_COMBO2,
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INV_OBJECT_PICKUP4_COMBO1,
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INV_OBJECT_PICKUP4_COMBO2,
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INV_OBJECT_PICKUP5_COMBO1,
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INV_OBJECT_PICKUP5_COMBO2,
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INV_OBJECT_PICKUP6_COMBO1,
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INV_OBJECT_PICKUP6_COMBO2,
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INV_OBJECT_PICKUP7_COMBO1,
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INV_OBJECT_PICKUP7_COMBO2,
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INV_OBJECT_PICKUP8_COMBO1,
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INV_OBJECT_PICKUP8_COMBO2,
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INV_OBJECT_PICKUP9_COMBO1,
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INV_OBJECT_PICKUP9_COMBO2,
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INV_OBJECT_PICKUP10_COMBO1,
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INV_OBJECT_PICKUP10_COMBO2,
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INV_OBJECT_PICKUP11_COMBO1,
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INV_OBJECT_PICKUP11_COMBO2,
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INV_OBJECT_PICKUP12_COMBO1,
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INV_OBJECT_PICKUP12_COMBO2,
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INV_OBJECT_PICKUP13_COMBO1,
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INV_OBJECT_PICKUP13_COMBO2,
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INV_OBJECT_PICKUP14_COMBO1,
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INV_OBJECT_PICKUP14_COMBO2,
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INV_OBJECT_PICKUP15_COMBO1,
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INV_OBJECT_PICKUP15_COMBO2,
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INV_OBJECT_PICKUP16_COMBO1,
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INV_OBJECT_PICKUP16_COMBO2,
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INV_OBJECT_EXAMINE1,
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INV_OBJECT_EXAMINE2,
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INV_OBJECT_EXAMINE3,
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INV_OBJECT_EXAMINE4,
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INV_OBJECT_EXAMINE5,
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INV_OBJECT_EXAMINE6,
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INV_OBJECT_EXAMINE7,
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INV_OBJECT_EXAMINE8,
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INV_OBJECT_EXAMINE1_COMBO1,
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INV_OBJECT_EXAMINE1_COMBO2,
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INV_OBJECT_EXAMINE2_COMBO1,
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INV_OBJECT_EXAMINE2_COMBO2,
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INV_OBJECT_EXAMINE3_COMBO1,
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INV_OBJECT_EXAMINE3_COMBO2,
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INV_OBJECT_EXAMINE4_COMBO1,
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INV_OBJECT_EXAMINE4_COMBO2,
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INV_OBJECT_EXAMINE5_COMBO1,
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INV_OBJECT_EXAMINE5_COMBO2,
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INV_OBJECT_EXAMINE6_COMBO1,
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INV_OBJECT_EXAMINE6_COMBO2,
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INV_OBJECT_EXAMINE7_COMBO1,
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INV_OBJECT_EXAMINE7_COMBO2,
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INV_OBJECT_EXAMINE8_COMBO1,
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INV_OBJECT_EXAMINE8_COMBO2,
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INVENTORY_TABLE_SIZE
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};
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struct MenuOption
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{
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MenuType type;
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char const* text;
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};
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struct ObjectList
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{
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short invitem;
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unsigned short xrot;
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unsigned short yrot;
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unsigned short zrot;
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unsigned short bright;
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};
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struct InventoryRing
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{
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ObjectList current_object_list[INVENTORY_TABLE_SIZE + 1];
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int ringactive;
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int objlistmovement;
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int curobjinlist;
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int numobjectsinlist;
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};
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struct AmmoList
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{
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short invitem;
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short amount;
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unsigned short xrot;
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unsigned short yrot;
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unsigned short zrot;
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};
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struct SettingsData
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{
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bool waitingForkey = false; // Waiting for a key to be pressed when configuring controls
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bool ignoreInput = false; // Ignore input unless all keys were released
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int videoMode;
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GameConfiguration conf;
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};
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struct CombineList
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{
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void (*combine_routine)(int flag);
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short item1;
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short item2;
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short combined_item;
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};
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struct InventoryObject
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{
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short object_number;
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short yoff;
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float scale1;
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short yrot;
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short xrot;
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short zrot;
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unsigned __int64 opts;
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const char* objname;
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unsigned long meshbits;
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short rot_flags;
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};
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class GuiController
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{
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public:
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int CallInventory(bool reset_mode);
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InventoryResult TitleOptions();
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InventoryResult DoPauseMenu();
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void HandleInventoryMenu();
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void DrawInventory();
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void DrawCurrentObjectList(int ringnum);
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int IsObjectInInventory(short object_number);
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int ConvertObjectToInventoryItem(short obj);
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int ConvertInventoryItemToObject(int obj);
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void FadeAmmoSelector();
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void DrawAmmoSelector();
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bool PerformWaterskinCombine(int flag);
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void DrawCompass();
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// Getters
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InventoryRing* GetRings(char num);
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short GetSelectedOption();
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Menu GetMenuToDisplay();
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InventoryMode GetInventoryMode();
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int GetInventoryItemChosen();
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int GetEnterInventory();
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int GetLastInventoryItem();
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SettingsData GetCurrentSettings();
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short GetLoadSaveSelection();
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// Setters
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void SetSelectedOption(short menu);
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void SetMenuToDisplay(Menu menu);
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void SetInventoryMode(InventoryMode mode);
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void SetEnterInventory(int num);
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void SetInventoryItemChosen(int num);
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private:
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void DoDebouncedInput();
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void ClearInputVariables(bool flag);
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void HandleDisplaySettingsInput(bool pause);
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void HandleControlSettingsInput(bool pause);
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void HandleSoundSettingsInput(bool pause);
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void FillSound();
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bool DoObjectsCombine(int obj1, int obj2);
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void InitializeInventory();
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void FillDisplayOptions();
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bool IsItemCurrentlyCombinable(short obj);
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bool IsItemInInventory(short obj);
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void CombineObjects(short obj1, short obj2);
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void SetupObjectListStartPosition(short newobj);
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void SetupObjectListStartPosition2(short newobj);
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void HandleObjectChangeover(int ringnum);
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void SetupAmmoSelector();
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void ConstructObjectList();
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void SeparateObject(short obj);
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void InsertObjectIntoList(int num);
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void InsertObjectIntoList_v2(int num);
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void UseCurrentItem();
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void SpinBack(unsigned short* angle);
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void UpdateWeaponStatus();
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void DoStatisticsMode();
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void DoExamineMode();
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void DoDiary();
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int DoLoad();
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void DoSave();
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void ConstructCombineObjectList();
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/*vars*/
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// Input
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bool goUp, goDown, goRight, goLeft, goSelect, goDeselect;
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bool dbUp, dbDown, dbRight, dbLeft, dbSelect, dbDeselect;
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long rptRight, rptLeft;
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bool stop_killing_me_you_dumb_input_system;
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bool stop_killing_me_you_dumb_input_system2;
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// Inventory
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short combine_obj1;
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short combine_obj2;
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char useItem;
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char seperate_type_flag;
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char combine_type_flag;
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int compassNeedleAngle;
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InventoryRing pcring1;
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InventoryRing pcring2;
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InventoryRing* rings[2];
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int current_selected_option;
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int menu_active;
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char ammo_selector_flag;
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char num_ammo_slots;
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char* current_ammo_type;
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AmmoList ammo_object_list[3];
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short ammo_selector_fade_val;
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short ammo_selector_fade_dir;
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short combine_ring_fade_val;
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short combine_ring_fade_dir;
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short normal_ring_fade_val;
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short normal_ring_fade_dir;
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unsigned char ammo_active;
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int OBJLIST_SPACING;
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MenuOption current_options[3];
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InventoryMode invMode;
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int inventoryItemChosen;
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int enterInventory;
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int lastInvItem;
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bool ExitInvLoop;
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// Ammo vars
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unsigned short AmountShotGunAmmo1;
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unsigned short AmountShotGunAmmo2;
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unsigned short AmountHKAmmo1;
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unsigned short AmountCrossBowAmmo1;
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unsigned short AmountCrossBowAmmo2;
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unsigned short AmountCrossBowAmmo3;
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unsigned short AmountGrenadeAmmo1;
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unsigned short AmountGrenadeAmmo2;
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unsigned short AmountGrenadeAmmo3;
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unsigned short AmountRocketsAmmo;
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unsigned short AmountHarpoonAmmo;
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unsigned short AmountUziAmmo;
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unsigned short AmountRevolverAmmo;
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unsigned short AmountPistolsAmmo;
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char CurrentPistolsAmmoType;
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char CurrentUziAmmoType;
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char CurrentRevolverAmmoType;
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char CurrentShotGunAmmoType;
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char CurrentHKAmmoType;
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char CurrentGrenadeGunAmmoType;
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char CurrentCrossBowAmmoType;
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char CurrentHarpoonAmmoType;
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char CurrentRocketAmmoType;
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char StashedCurrentPistolsAmmoType;
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char StashedCurrentUziAmmoType;
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char StashedCurrentRevolverAmmoType;
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char StashedCurrentShotGunAmmoType;
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char StashedCurrentGrenadeGunAmmoType;
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char StashedCurrentCrossBowAmmoType;
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char Stashedcurrent_selected_option;
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char StashedCurrentHKAmmoType;
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char StashedCurrentHarpoonAmmoType;
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char StashedCurrentRocketAmmoType;
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|
|
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Menu menu_to_display = Menu::Title;
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short selected_option;
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int option_count;
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SettingsData CurrentSettings;
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|
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// Load / save
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short selected_slot;
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};
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/*inventory*/
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void combine_revolver_lasersight(int flag);
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void combine_crossbow_lasersight(int flag);
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void combine_HK_SILENCER(int flag);
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void combine_PuzzleItem1(int flag);
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void combine_PuzzleItem2(int flag);
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void combine_PuzzleItem3(int flag);
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void combine_PuzzleItem4(int flag);
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void combine_PuzzleItem5(int flag);
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void combine_PuzzleItem6(int flag);
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|
void combine_PuzzleItem7(int flag);
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|
void combine_PuzzleItem8(int flag);
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|
void combine_PuzzleItem9(int flag);
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|
void combine_PuzzleItem10(int flag);
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|
void combine_PuzzleItem11(int flag);
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|
void combine_PuzzleItem12(int flag);
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|
void combine_PuzzleItem13(int flag);
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|
void combine_PuzzleItem14(int flag);
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|
void combine_PuzzleItem15(int flag);
|
|
void combine_PuzzleItem16(int flag);
|
|
void combine_KeyItem1(int flag);
|
|
void combine_KeyItem2(int flag);
|
|
void combine_KeyItem3(int flag);
|
|
void combine_KeyItem4(int flag);
|
|
void combine_KeyItem5(int flag);
|
|
void combine_KeyItem6(int flag);
|
|
void combine_KeyItem7(int flag);
|
|
void combine_KeyItem8(int flag);
|
|
void combine_KeyItem9(int flag);
|
|
void combine_KeyItem10(int flag);
|
|
void combine_KeyItem11(int flag);
|
|
void combine_KeyItem12(int flag);
|
|
void combine_KeyItem13(int flag);
|
|
void combine_KeyItem14(int flag);
|
|
void combine_KeyItem15(int flag);
|
|
void combine_KeyItem16(int flag);
|
|
void combine_PickupItem1(int flag);
|
|
void combine_PickupItem2(int flag);
|
|
void combine_PickupItem3(int flag);
|
|
void combine_PickupItem4(int flag);
|
|
void combine_PickupItem5(int flag);
|
|
void combine_PickupItem6(int flag);
|
|
void combine_PickupItem7(int flag);
|
|
void combine_PickupItem8(int flag);
|
|
void combine_PickupItem9(int flag);
|
|
void combine_PickupItem10(int flag);
|
|
void combine_PickupItem11(int flag);
|
|
void combine_PickupItem12(int flag);
|
|
void combine_PickupItem13(int flag);
|
|
void combine_PickupItem14(int flag);
|
|
void combine_PickupItem15(int flag);
|
|
void combine_PickupItem16(int flag);
|
|
void combine_Examine1(int flag);
|
|
void combine_Examine2(int flag);
|
|
void combine_Examine3(int flag);
|
|
void combine_Examine4(int flag);
|
|
void combine_Examine5(int flag);
|
|
void combine_Examine6(int flag);
|
|
void combine_Examine7(int flag);
|
|
void combine_Examine8(int flag);
|
|
void combine_ClockWorkBeetle(int flag);
|
|
|
|
extern GuiController g_Gui;
|
|
extern InventoryObject inventry_objects_list[];
|
|
extern const char* controlmsgs[];
|