#ifndef __IMP_MINOR_TRAIT__H_ #define __IMP_MINOR_TRAIT__H_ #include "Types.h" void EnterIMPMinorTrait( void ); void RenderIMPMinorTrait( void ); void ExitIMPMinorTrait( void ); void HandleIMPMinorTrait( void ); enum { // minor traits IMP_SKILL_TRAITS_NEW_AMBIDEXTROUS, IMP_SKILL_TRAITS_NEW_MELEE, IMP_SKILL_TRAITS_NEW_THROWING, IMP_SKILL_TRAITS_NEW_NIGHT_OPS, IMP_SKILL_TRAITS_NEW_STEALTHY, IMP_SKILL_TRAITS_NEW_ATHLETICS, IMP_SKILL_TRAITS_NEW_BODYBUILDING, IMP_SKILL_TRAITS_NEW_DEMOLITIONS, IMP_SKILL_TRAITS_NEW_TEACHING, IMP_SKILL_TRAITS_NEW_SCOUTING, IMP_SKILL_TRAITS_NEW_RADIO_OPERATOR, // added by Flugente IMP_SKILL_TRAITS_NEW_SURVIVAL, // added by Flugente ////// IMP_SKILL_TRAITS_NEW_MINOR_NONE, IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS, }; void AddSelectedMinorTraitsToSkillsList(); INT8 CountNumMinorTraitsSelected( BOOLEAN fIncludeNoneSkill ); UINT8 StrengthRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 DexterityRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 AgilityRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 HealthRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 WisdomRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 LeaderShipRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 MarksmanshipRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 MechanicalRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 MedicalRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); UINT8 ExplosivesRequiredAdjustmentForMinorTraits( INT32 iInitialValue ); #endif