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Copy pathmod_api.h
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mod_api.h
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#pragma once
#include <stdint.h>
void game_fn_define_a(void);
void game_fn_define_b(int32_t x);
void game_fn_define_c(int32_t x, int32_t y);
void game_fn_define_d(void);
void game_fn_define_e(void);
void game_fn_define_f(void);
void game_fn_define_g(void);
void game_fn_define_h(int32_t x);
void game_fn_define_i(int32_t x, int32_t y);
void game_fn_define_j(void);
void game_fn_define_k(int32_t age, char *name);
void game_fn_define_l(char *group, char *name);
void game_fn_define_m(int32_t w, char *group, bool b1, char *name, bool b2, int32_t z);
void game_fn_define_n(int32_t u, int32_t v, int32_t w, int32_t x, int32_t y, int32_t z);
void game_fn_define_o(char *u, char *v, char *w, char *x, char *y, char *z);
void game_fn_define_p(char *x);
void game_fn_define_q(char *a, char *b, char *c);
void game_fn_define_r(void);
void game_fn_define_s(void);
void game_fn_define_t(float f1, float f2, float f3, float f4, float f5, float f6, float f7, float f8);
void game_fn_define_u(char *sprite_path);
void game_fn_define_v(char *foo, char *bar);
void game_fn_define_w(char *sprite_path);
void game_fn_define_x(char *projectile);
void game_fn_define_y(char *foo, char *bar);
void game_fn_define_z(char *projectile);
void game_fn_define_a2(char *sprite_path, char *projectile);
void game_fn_define_b2(char *sprite_path, char *projectile);
struct d_on_fns {
void (*a)(void *globals);
};
struct e_on_fns {
void (*a)(void *globals);
void (*b)(void *globals);
};
struct f_on_fns {
void (*a)(void *globals, int32_t x);
};
struct g_on_fns {
void (*a)(void *globals, int32_t x, int32_t y);
};
struct h_on_fns {
void (*a)(void *globals, int32_t x);
};
struct i_on_fns {
void (*a)(void *globals, int32_t x);
void (*b)(void *globals, int32_t x, int32_t y);
};
struct j_on_fns {
void (*a)(void *globals);
void (*b)(void *globals);
void (*c)(void *globals);
};
struct p_on_fns {
void (*a)(void *globals);
};
struct r_on_fns {
void (*a)(void *globals, float f);
};
struct s_on_fns {
void (*a)(void *globals, int32_t i, float f);
};
struct w_on_fns {
void (*a)(void *globals, int32_t x);
};
struct z_on_fns {
void (*a)(void *globals, int32_t x);
};
struct a2_on_fns {
void (*a)(void *globals, int32_t x);
};
void game_fn_nothing(void);
int32_t game_fn_magic(void);
void game_fn_initialize(int32_t x);
void game_fn_initialize_bool(bool b);
int32_t game_fn_identity(int32_t x);
int32_t game_fn_max(int32_t x, int32_t y);
void game_fn_say(char *message);
float game_fn_sin(float x);
float game_fn_cos(float x);
void game_fn_mega(float f1, int32_t i1, bool b1, float f2, float f3, float f4, bool b2, int32_t i2, float f5, float f6, float f7, float f8, uint64_t id, char *str);
bool game_fn_is_friday(void);
void game_fn_set_is_happy(bool is_happy);
void game_fn_mega_f32(float f1, float f2, float f3, float f4, float f5, float f6, float f7, float f8, float f9);
void game_fn_mega_i32(int32_t i1, int32_t i2, int32_t i3, int32_t i4, int32_t i5, int32_t i6, int32_t i7);
// void game_fn_draw(sprite_path);
void game_fn_blocked_alrm(void);
void game_fn_nothing_aligned(void);
int32_t game_fn_magic_aligned(void);
void game_fn_initialize_aligned(int32_t x);
void game_fn_spawn(char *name);
bool game_fn_has_resource(char *path);
bool game_fn_has_entity(char *name);
bool game_fn_has_string(char *str);