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entity.h
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entity.h
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#ifndef ENTITY_H
#define ENTITY_H
#include "fx.h"
#define MAX_PROJECTILES 1000
void EntityClear();
void EntityDeviceAdd (class fxDevice* d);
int EntityDeviceCount ();
void EntityDeviceRender (bool occluded);
fxDevice* EntityDeviceFromId (int id);
void EntityFxAdd(class fx* item);
class fxProjectile* EntityProjectileList ();
void EntityProjectileAdd (class fxProjectile p);
void EntityProjectileFire (enum fxOwner owner, const class Projectile* p_info, GLvector2 origin, GLvector2 vector, int damage_level=0);
void EntityRenderRobots(bool hidden);
void EntityRenderFx();
class Robot* EntityRobot (int index);
void EntityRobotAdd (class Robot b);
int EntityRobotCount ();
int EntityRobotsActive ();
int EntityRobotsDead ();
Robot* EntityRobotFromId (int id);
void EntityUpdate();
void EntityXpAdd(GLvector2 position, int xp);
#endif // ENTITY_H