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0f4abfa4f4
This required taking lots of function prototypes out of functions because they won't get a namespace in there.
61 lines
1.8 KiB
C
61 lines
1.8 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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enum InventoryNames
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{
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INVENTORY_MEDKIT,
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INVENTORY_REPAIR_KIT,
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INVENTORY_CLOAK, // de-cloak when firing
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INVENTORY_NIGHT_VISION,
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INVENTORY_CHEMBOMB,
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INVENTORY_FLASHBOMB,
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INVENTORY_CALTROPS,
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MAX_INVENTORY
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};
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typedef struct
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{
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const char *Name;
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void (*Init)(PLAYERp);
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void (*Stop)(PLAYERp, short);
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PANEL_STATEp State;
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short DecPerSec;
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short MaxInv;
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long Scale;
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short Flags;
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} INVENTORY_DATA, *INVENTORY_DATAp;
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extern INVENTORY_DATA InventoryData[MAX_INVENTORY+1];
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#define INVF_AUTO_USE (BIT(0))
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#define INVF_TIMED (BIT(1))
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#define INVF_COUNT (BIT(2))
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void PlayerUpdateInventory(PLAYERp pp,short InventoryNum);
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void UpdateMiniBar(PLAYERp pp);
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void InventoryKeys(PLAYERp pp);
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void UseInventoryRepairKit(PLAYERp pp);
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void InventoryTimer(PLAYERp pp);
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