Mercurial > mm7
diff Actor.h @ 1134:22a42961d349
Слияние
author | Ritor1 |
---|---|
date | Fri, 24 May 2013 23:34:00 +0600 |
parents | b79139c3b5c8 |
children | 0dbf6c4dd029 |
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line diff
--- a/Actor.h Fri May 24 23:33:50 2013 +0600 +++ b/Actor.h Fri May 24 23:34:00 2013 +0600 @@ -191,30 +191,30 @@ static void _SelectTarget(unsigned int uActorID, int *a2, bool can_target_party); - static void Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4); - static void Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5); - static void Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4); - static void Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir); + static void AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4); + static void AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5); + static void AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4); + static void AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir); static void PlaySound(unsigned int uActorID, unsigned int uSoundID); static void Die(unsigned int uActorID); static void Resurrect(unsigned int uActorID); static void AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4); - static void Stun(unsigned int uActorID, signed int edx0, int arg0); + static void AI_Stun(unsigned int uActorID, signed int edx0, int arg0); static char __fastcall _4031C1_update_job(unsigned int uActorID, signed int a2, int a3); - static void _4032B2(unsigned int a1, unsigned int a2, int a3, int uActionLength); - static void MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); - static void MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); - static void SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); - static void SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); - static void MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0); + static void AI_4032B2(unsigned int a1, unsigned int a2, int a3, int uActionLength); + static void AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir); + static void AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0); static void __fastcall StandAwhile(unsigned int uActorID); static void AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4); static void AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4); - static void FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4); + static void AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int _48, struct AIDirection *a4); static struct AIDirection *__fastcall GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4); static signed int __fastcall Explode(unsigned int uActorID); - static char __fastcall RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4); - static void __fastcall SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int spellnum, int a4, unsigned int uSkillLevel); + static char __fastcall AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4); + static void __fastcall AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int spellnum, int a4, unsigned int uSkillLevel); static void AggroSurroundingPeasants(unsigned int uActorID, int a2); static bool ArePeasantsOfSameFaction(Actor *a1, Actor *a2); static bool StealFrom(unsigned int uActorID);