Cavestory Mod API
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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) |