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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
71 lines
1.5 KiB
C
71 lines
1.5 KiB
C
#include "BuildDefines.h"
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#ifdef JA2EDITOR
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#ifndef __EDITORBUILDINGS_H
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#define __EDITORBUILDINGS_H
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#include "video.h"
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#include "vobject_blitters.h"
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extern BOOLEAN fBuildingShowRoofs, fBuildingShowWalls, fBuildingShowRoomInfo;
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//DBrot: More Rooms
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//extern UINT8 gubCurrRoomNumber;
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//extern UINT8 gubMaxRoomNumber;
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extern UINT16 gusCurrRoomNumber;
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extern UINT16 gusMaxRoomNumber;
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void SetupTextInputForBuildings();
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void ExtractAndUpdateBuildingInfo();
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//Initialization routines
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void GameInitEditorBuildingInfo();
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void InitEditorBuildingsToolbar();
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//Selection method callbacks
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//Building utility functions
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void UpdateBuildingsInfo();
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void KillBuilding( INT32 iMapIndex );
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typedef struct BUILDINGLAYOUTNODE
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{
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struct BUILDINGLAYOUTNODE *next;
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INT32 sGridNo;
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}BUILDINGLAYOUTNODE;
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extern BUILDINGLAYOUTNODE *gpBuildingLayoutList;
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extern INT32 gsBuildingLayoutAnchorGridNo;
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//The first step is copying a building. After that, it either must be pasted or moved.
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void CopyBuilding( INT32 iMapIndex );
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void MoveBuilding( INT32 iMapIndex );
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void PasteBuilding( INT32 iMapIndex );
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void DeleteBuildingLayout();
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void ReplaceBuildingWithNewRoof( INT32 iMapIndex );
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void UpdateWallsView();
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void UpdateRoofsView();
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void InitDoorEditing( INT32 iMapIndex );
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void ExtractAndUpdateDoorInfo();
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void KillDoorEditing();
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void RenderDoorEditingWindow();
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void AddLockedDoorCursors();
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void RemoveLockedDoorCursors();
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void FindNextLockedDoor();
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extern BOOLEAN gfEditingDoor;
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extern UINT16 usCurrentMode;
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#endif
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#endif
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