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- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total. - If there's a free pocket slot and enough space -> attach item and enable pocket. - for further description, see Doc/Design Document- MOLLE.txt git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
40 lines
1.4 KiB
C
40 lines
1.4 KiB
C
#ifndef __OVERHEADMAP_H
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#define __OVERHEADMAP_H
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void InitNewOverheadDB( UINT8 ubTilesetID );
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void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS, BOOLEAN fFromMapUtility );
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void HandleOverheadMap( );
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BOOLEAN InOverheadMap( );
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void GoIntoOverheadMap( );
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void HandleOverheadUI( );
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void KillOverheadMap();
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void ClickOverheadRegionCallback( MOUSE_REGION *reg, INT32 reason );
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void MoveInOverheadRegionCallback( MOUSE_REGION *reg, INT32 reason );
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void CalculateRestrictedMapCoords( INT8 bDirection, INT16 *psX1, INT16 *psY1, INT16 *psX2, INT16 *psY2, INT16 sEndXS, INT16 sEndYS );
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void CalculateRestrictedScaleFactors( INT16 *pScaleX, INT16 *pScaleY );
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void TrashOverheadMap( );
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//dnl ch45 031009
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void ScrollOverheadMap(void);
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void ResetScrollOverheadMap(void);
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// WANNE - BMP: I THINK THIS NEEDS TO CHANGE FOR BIG MAPS!
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// OK, these are values that are calculated in InitRenderParams( ) with normal view settings.
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// These would be different if we change ANYTHING about the game worlkd map sizes...
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#define NORMAL_MAP_SCREEN_WIDTH 3160
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#define NORMAL_MAP_SCREEN_HEIGHT 1540
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#define NORMAL_MAP_SCREEN_X 1580
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#define NORMAL_MAP_SCREEN_BY 2400
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#define NORMAL_MAP_SCREEN_TY 860
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#define FASTMAPROWCOLTOPOS( r, c ) ( (r) * WORLD_COLS + (c) )
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extern BOOLEAN gfUseBiggerOverview;
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#endif
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