view Engine/Spells/CastSpellInfo.h @ 2541:a902abdfc7f2

1. Renamed class Game to class Engine. 2. Separated game logic as state of FSM from game logic as engine. 3. Found out that many UI screen initializers were optimized away, intially they all returned newly created window as separate object like it is done in CharacterUI_Initialize.
author a.parshin
date Sun, 10 May 2015 01:29:11 +0200
parents 68cdef6879a0
children 30eb6dcac768
line wrap: on
line source

#pragma once

#include <cstdint>

#include <array>

namespace CastSpellInfoHelpers
{
  void _427D48();
  void _427E01_cast_spell();
};

/*  271 */
#pragma pack(push, 1)
struct CastSpellInfo
{
  //----- (00426987) --------------------------------------------------------
  inline CastSpellInfo()
  {
    memset(this, 0, sizeof(*this));
  }

  struct GUIWindow *GetCastSpellInInventoryWindow();

  uint16_t uSpellID;
  uint16_t uPlayerID;
  uint16_t uPlayerID_2;
  __int16 field_6;
  uint16_t uFlags;
  __int16 forced_spell_skill_level;
  int spell_target_pid;
  int sound_id;
};
#pragma pack(pop)

void _42777D_CastSpell_UseWand_ShootArrow(int a1, unsigned int uPlayerID, unsigned int a4, __int16 a5, int a6);