diff mm7_data.h @ 515:cb0ad52d6a26

LayingItem -> SpriteObject (long-waited rename, old name was inaccurate and confused people) Some object-related subs moved to SpriteObject.cpp
author Nomad
date Fri, 01 Mar 2013 21:13:12 +0200
parents 3ee1e351e710
children 35f28d4c0ff9
line wrap: on
line diff
--- a/mm7_data.h	Fri Mar 01 18:23:49 2013 +0200
+++ b/mm7_data.h	Fri Mar 01 21:13:12 2013 +0200
@@ -1,7 +1,7 @@
 #pragma once
 #include <string>
 #include "OSAPI.h"
-#include "LayingItem.h"
+#include "SpriteObject.h"
 #include "VectorTypes.h"
 
 typedef char _UNKNOWN;
@@ -1760,7 +1760,7 @@
 bool __fastcall sub_4077F1(int a1, int a2, int a3, struct ODMFace *a4, struct BSPVertexBuffer *a5);
 bool __fastcall sub_407A1C(int x, int z, int y, struct Vec3_int_ v); // idb
 void InitializeActors();
-void InitializeLayingItems();
+void InitializeSpriteObjects();
 int __fastcall sub_4088E9(int a1, int a2, int a3, int a4, int a5, int a6);
 unsigned int __thiscall SearchAliveActors(unsigned int *pTotalActors);
 unsigned int __fastcall SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID);
@@ -1939,7 +1939,7 @@
 signed int __cdecl sub_42F4DA();
 bool __fastcall sub_42F7EB_DropItemAt(unsigned int uSpriteID, int x, int y, int z, int a4, int count, int a7, unsigned __int16 attributes, ItemGen *a9);
 void __fastcall sub_42F960_create_object(int x, int y, int z); // idb
-LayingItem *__cdecl sub_42FA22_mess_with_laying_item_list();
+SpriteObject *__cdecl sub_42FA22_mess_with_laying_item_list();
 signed int __fastcall _42FA66_do_explosive_impact(int a1, int a2, int a3, int a4, __int16 a5, signed int a6);
 bool __fastcall sub_42FB5C(signed int a1);
 // int __cdecl crt_sub_42FBB7();
@@ -2165,7 +2165,7 @@
 int __thiscall _46E44E_collide_against_faces_and_portals(unsigned int b1); // idb
 int __fastcall _46E889_collide_against_bmodels(unsigned int ecx0);
 int _46ED1B_collide_against_floor(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID); // idb
-void __fastcall _46ED8A_collide_against_layingItems(unsigned int _this);
+void __fastcall _46ED8A_collide_against_sprite_objects(unsigned int _this);
 int __thiscall _46EF01_collision_chech_player(int a1); // idb
 signed int __cdecl _46F04E_collide_against_portals();
 void __cdecl BLV_UpdateDoors();