Cavestory Mod API
CustomPlayerStates.h File Reference
#include <CSMAPI_begincode.h>
#include <CSMAPI_endcode.h>

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)