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    Cavestory Mod API
    
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Go to the source code of this file.
Macros | |
| #define | NULL_DRAW_FUNC(NAME) | 
| #define | USE_DRAW_FUNC(NAME) void __DRAW__##NAME(int, int, MYCHAR*, SafeClientInterface*); | 
| #define | DECLARE_PLAYER_STATE(NAME, CUSTOM_DRAW) | 
| #define | NULL_DRAW_FUNC_IMPLEMENT(NAME) | 
| #define | USE_DRAW_FUNC_IMPLEMENT(NAME) | 
| #define | IMPLEMENT_PLAYER_STATE(NAME, FLAGS, TRANSMIT_FLAGS, CUSTOM_DRAW, OVERRIDE, ANIMATE_TYPE) | 
| #define | PROCESS_WATER_SPLASHING() | 
| When the player hits water, create splash particles.  More... | |
| #define | PROCESS_MOVEMENT_TILES() | 
| If the player is inside of any wind / water current tiles, move them accordingly.  More... | |
| #define | PROCESS_DAMAGE_TILES() | 
| If the player is touching damaging map tiles, damage them.  More... | |
| #define | LIMIT_VELOCITY(MULT) | 
| Limit the player's velocity.  More... | |
| #define | LIMIT_VELOCITY_NORMAL() | 
| Limit the player's velocity.  More... | |
| #define | IMPLEMENT_PLAYER_STATE_ANIM(NAME) unsigned int PlayerStates::__ANIMATE__##NAME(BOOL bKey, MYCHAR* pMC, SafeClientInterface* pInterface) | 
| #define | IMPLEMENT_PLAYER_STATE_ACT(NAME) void PlayerStates::__ACT__##NAME(BOOL bKey, SafeClientInterface* pInterface, MYCHAR* pMC, const MYCHAR_PHYSICS* physics) | 
| #define | IMPLEMENT_PLAYER_STATE_DRAW(NAME) void PlayerStates::__DRAW__##NAME(int iFrameX, int iFrameY, MYCHAR* pMC, SafeClientInterface* pInterface) | 
| #define | GAMEFLAGS (*pInterface->mGameFlags) | 
| #define | KEY (*pInterface->mKey) | 
| #define | KEYTRG (*pInterface->mKeyTrg) | 
| #define | CLIENT pInterface->mClient | 
| #define | ARMS_TABLE pInterface->mArms | 
| #define | SELECTED_WEAPON (*pInterface->mSelectedArms) |