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GeezerVison is showing github.com — NXEngine/game.fdh at master · EXL/NXEngine Expand file tree/ Copy pathgame.fdhMore file actions 116 lines (77 loc) · 2.8 KB / Copy pathgame.fdhFile metadata and controls116 lines (77 loc) · 2.8 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 //hash:1a5f54ff //automatically generated by Makegen /* located in game.cpp */ //---------------------[referenced from game.cpp]--------------------// void game_tick_normal(void); void quake(int quaketime, int snd); void megaquake(int quaketime, int snd); void DrawScene(void); bool game_load(int num); bool game_load(Profile *p); bool game_save(int num); bool game_save(Profile *p); void AssignExtraSprites(void); /* located in ObjManager.cpp */ //---------------------[referenced from game.cpp]--------------------// Object *CreateObject(int x, int y, int type); /* located in map.cpp */ //---------------------[referenced from game.cpp]--------------------// bool initmapfirsttime(void); void initmap(void); void map_scroll_jump(int x, int y); void map_scroll_do(void); void map_draw_map_name(void); void AnimateMotionTiles(void); void map_draw_backdrop(void); void map_draw(uint8_t foreground); void map_drawwaterlevel(void); bool load_stage(int stage_no); /* located in profile.cpp */ //---------------------[referenced from game.cpp]--------------------// bool profile_load(const char *pfname, Profile *file); const char *GetProfileName(int num); bool profile_save(const char *pfname, Profile *file); /* located in slope.cpp */ //---------------------[referenced from game.cpp]--------------------// bool initslopetable(void); /* located in player.cpp */ //---------------------[referenced from game.cpp]--------------------// void InitPlayer(void); void PHandleAttributes(void); void PSelectFrame(void); void PInitFirstTime(); void HandlePlayer(void); void HandlePlayer_am(void); void DrawPlayer(void); /* located in statusbar.cpp */ //---------------------[referenced from game.cpp]--------------------// bool statusbar_init(void); void DrawStatusBar(void); void niku_run(); void niku_draw(int value, bool force_white); /* located in tsc.cpp */ //---------------------[referenced from game.cpp]--------------------// ScriptInstance *StartScript(int scriptno, int pageno); void RunScripts(void); void StopScripts(void); /* located in debug.cpp */ //---------------------[referenced from game.cpp]--------------------// void debug_clear(); void DrawDebug(void); void DrawBoundingBoxes(); /* located in ai/ai.cpp */ //---------------------[referenced from game.cpp]--------------------// bool ai_init(void); /* located in sound/sound.cpp */ //---------------------[referenced from game.cpp]--------------------// void StopLoopSounds(void); void sound(int snd); void music(int songno); int music_cursong(); /* located in autogen/AssignSprites.cpp */ //---------------------[referenced from game.cpp]--------------------// void AssignSprites(void); /* located in common/stat.cpp */ //---------------------[referenced from game.cpp]--------------------// void stat(const char *fmt, ...); void staterr(const char *fmt, ...); |
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