#ifndef __IMP_SKILL_TRAIT__H_ #define __IMP_SKILL_TRAIT__H_ #include "Types.h" void EnterIMPSkillTrait( void ); void RenderIMPSkillTrait( void ); void ExitIMPSkillTrait( void ); void HandleIMPSkillTrait( void ); enum { IMP_SKILL_TRAITS__LOCKPICK, IMP_SKILL_TRAITS__HAND_2_HAND, IMP_SKILL_TRAITS__ELECTRONICS, IMP_SKILL_TRAITS__NIGHT_OPS, IMP_SKILL_TRAITS__THROWING, IMP_SKILL_TRAITS__TEACHING, IMP_SKILL_TRAITS__HEAVY_WEAPONS, IMP_SKILL_TRAITS__AUTO_WEAPONS, IMP_SKILL_TRAITS__STEALTHY, IMP_SKILL_TRAITS__AMBIDEXTROUS, IMP_SKILL_TRAITS__KNIFING, IMP_SKILL_TRAITS__PROF_SNIPER, IMP_SKILL_TRAITS__CAMO, IMP_SKILL_TRAITS__MARTIAL_ARTS, IMP_SKILL_TRAITS__NONE, IMP_SKILL_TRAITS__NUMBER_SKILLS, }; // other set for new traits - SANDRO enum { // major traits IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS, IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS, IMP_SKILL_TRAITS_NEW_PROF_SNIPER, IMP_SKILL_TRAITS_NEW_RANGER, IMP_SKILL_TRAITS_NEW_GUNSLINGER, IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS, IMP_SKILL_TRAITS_NEW_SQUADLEADER, IMP_SKILL_TRAITS_NEW_TECHNICIAN, IMP_SKILL_TRAITS_NEW_DOCTOR, IMP_SKILL_TRAITS_NEW_COVERT, IMP_SKILL_TRAITS_NEW_MAJOR_NONE, IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS, }; INT8 CountNumSkillTraitsSelected( BOOLEAN fIncludeNoneSkill ); INT32 DoesPlayerHaveExtraAttibutePointsToDistributeBasedOnSkillSelection(); void AddSelectedSkillsToSkillsList(); INT32 StrengthRequiredDueToMajorSkills( void ); INT32 AgilityRequiredDueToMajorSkills( void ); INT32 DexterityRequiredDueToMajorSkills( void ); INT32 HealthRequiredDueToMajorSkills( void ); INT32 LeadershipRequiredDueToMajorSkills( void ); INT32 WisdomRequiredDueToMajorSkills( void ); INT32 MarksmanshipRequiredDueToMajorSkills( void ); INT32 MechanicalRequiredDueToMajorSkills( void ); INT32 MedicalRequiredDueToMajorSkills( void ); INT32 ExplosivesRequiredDueToMajorSkills( void ); #endif