World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
186 #define MAX_SPRITE_OBJECTS 1000
188 #pragma pack(push, 1)
195 int Create(
int yaw,
int pitch,
int a4,
int a5);
210 int z,
int a4,
int count,
int a7,
211 unsigned __int16 attributes,
ItemGen *a9);
244 extern std::array<SpriteObject, MAX_SPRITE_OBJECTS>
pSpriteObjects;
247 void sub_43A97E(
unsigned int uLayingItemID,
signed int a2);
struct Vec3_short_ vVelocity
@ SPRITE_SPELL_MIND_BERSERK
std::array< SpriteObject, MAX_SPRITE_OBJECTS > pSpriteObjects
@ SPRITE_SPELL_SPIRIT_TURN_UNDEAD
@ SPRITE_SPELL_AIR_WIZARD_EYE
@ SPRITE_SPELL_MIND_PSYCHIC_SHOCK
@ SPRITE_SPELL_BODY_FLYING_FIST
@ SPRITE_SPELL_AIR_LIGHNING_BOLT
@ SPRITE_BLASTER_PROJECTILE
@ SPRITE_SPELL_SPIRIT_FATE
uint8_t GetParticleTrailColorB()
@ SPRITE_SPELL_AIR_SPARKS
@ SPRITE_PROJECTILE_530_IMPACT
@ SPRITE_SPELL_FIRE_HASTE
@ SPRITE_SPELL_LIGHT_DESTROY_UNDEAD_1
char field_60_distance_related_prolly_lod
@ SPRITE_SPELL_FIRE_INCINERATE_IMPACT
@ SPRITE_SPELL_BODY_CURE_POISON
@ SPRITE_SPELL_LIGHT_DAY_OF_PROTECTION
@ SPRITE_SPELL_FIRE_TORCH_LIGHT
@ SPRITE_SPELL_MIND_ENSLAVE
@ SPRITE_PROJECTILE_540_IMPACT
@ SPRITE_PROJECTILE_510_IMPACT
@ SPRITE_SPELL_DARK_DRAGON_BREATH
GLuint GLuint GLsizei count
@ SPRITE_SPELL_EARTH_MASS_DISTORTION
@ SPRITE_SPELL_WATER_ICE_BOLT_IMPACT
@ SPRITE_SPELL_LIGHT_SUMMON_ELEMENTAL
@ SPRITE_SPELL_SPIRIT_REMOVE_CURSE
@ SPRITE_SPELL_DARK_SHARPMETAL_IMPACT
@ SPRITE_SPELL_DARK_SACRIFICE
@ SPRITE_SPELL_BODY_HAMMERHANDS
@ SPRITE_SPELL_FIRE_FIRE_AURA
@ SPRITE_SPELL_AIR_STARBURST
@ SPRITE_SPELL_DARK_DRAGON_BREATH_1
@ SPRITE_SPELL_SPIRIT_HEROISM
@ SPRITE_SPELL_EARTH_SLOW
@ SPRITE_SPELL_FIRE_FIRE_BOLT
uint8_t GetParticleTrailColorR()
@ SPRITE_SPELL_BODY_CURE_WEAKNESS
@ SPRITE_SPELL_FIRE_INFERNO
@ SPRITE_SPELL_EARTH_ROCK_BLAST
unsigned __int16 uSpriteFrameID
@ SPRITE_SPELL_MIND_MIND_BLAST
@ SPRITE_SPELL_WATER_LLOYDS_BEACON
@ SPRITE_SPELL_SPIRIT_SHARED_LIFE
@ SPRITE_SPELL_SPIRIT_RAISE_DEAD
@ SPRITE_SPELL_LIGHT_DIVINE_INTERVENTION
@ SPRITE_SPELL_DARK_SHARPMETAL
unsigned __int16 uObjectDescID
@ SPRITE_SPELL_MIND_MASS_FEAR_1
@ SPRITE_PROJECTILE_535_IMPACT
@ SPRITE_SPELL_LIGHT_PRISMATIC_LIGHT_1
@ SPRITE_SPELL_EARTH_TELEKINESIS
@ SPRITE_SPELL_WATER_ACID_BURST_IMPACT
@ SPRITE_SPELL_EARTH_PROTECTION_FROM_EARTH
@ SPRITE_SPELL_LIGHT_DAY_OF_THE_GODS
@ SPRITE_SPELL_BODY_POWER_CURE
EGLSurface EGLint EGLint y
@ SPRITE_SPELL_MIND_PROTECTION_FROM_MIND
@ OBJECT_ATTACHED_TO_ACTOR
@ SPRITE_SPELL_SPIRIT_SPIRIT_LASH
@ SPRITE_SPELL_BODY_CURE_DISEASE
@ SPRITE_SPELL_DARK_PAIN_REFLECTION
@ SPRITE_SPELL_EARTH_DEATH_BLOSSOM
struct Vec3_int_ vPosition
@ SPRITE_SPELL_FIRE_PROTECTION_FROM_FIRE
@ SPRITE_SPELL_DARK_SOULDRINKER
@ SPRITE_SPELL_AIR_IMPLOSION_IMPACT
@ SPRITE_PROJECTILE_525_IMPACT
@ SPRITE_SPELL_EARTH_ROCK_BLAST_IMPACT
static void UpdateObject_fn0_BLV(unsigned int uLayingItemID)
@ SPRITE_PROJECTILE_520_IMPACT
@ SPRITE_SPELL_EARTH_DEADLY_SWARM
@ SPRITE_SPELL_LIGHT_HOUR_OF_POWER
@ SPRITE_SPELL_AIR_SHIELD
@ SPRITE_SPELL_FIRE_IMMOLATION
@ SPRITE_SPELL_BODY_REGENERATION
@ SPRITE_SPELL_WATER_TOWN_PORTAL
@ SPRITE_SPELL_MIND_MASS_FEAR
void CompactLayingItemsList()
@ SPRITE_SPELL_WATER_ACID_BURST
@ SPRITE_SPELL_LIGHT_LIGHT_BOLT_IMPACT
@ SPRITE_SPELL_FIRE_FIRE_BOLT_IMPACT
@ SPRITE_SPELL_FIRE_FIRE_SPIKE_IMPACT
@ SPRITE_OBJECT_EXPLODE_IMPACT
@ SPRITE_SPELL_WATER_ENCHANT_ITEM
@ SPRITE_SPELL_AIR_STARBURST_1
@ SPRITE_SPELL_BODY_PROTECTION_FROM_BODY
@ SPRITE_SPELL_DARK_TOXIC_CLOUD
@ SPRITE_SPELL_WATER_AWAKEN
@ SPRITE_SPELL_FIRE_METEOR_SHOWER
@ SPRITE_SPELL_EARTH_STONE_TO_FLESH
@ SPRITE_SPELL_FIRE_METEOR_SHOWER_1
@ SPRITE_SPELL_EARTH_BLADES_IMPACT
@ SPRITE_SPELL_EARTH_DEADLY_SWARM_IMPACT
@ SPRITE_SPELL_DARK_VAMPIRIC_WEAPON
@ SPRITE_SPELL_DARK_REANIMATE_1
@ SPRITE_PROJECTILE_500_IMPACT
@ SPRITE_SPELL_WATER_WATER_WALK
static void InitializeSpriteObjects()
@ SPRITE_SPELL_MIND_REMOVE_FEAR
uint8_t GetParticleTrailColorG()
@ SPRITE_SPELL_AIR_IMPLOSION
@ SPRITE_SPELL_LIGHT_SUNRAY_IMPACT
int Create(int yaw, int pitch, int a4, int a5)
struct ItemGen containing_item
@ SPRITE_SPELL_BODY_FLYING_FIST_IMPACT
@ SPRITE_SPELL_WATER_RECHARGE_ITEM
@ SPRITE_SPELL_SPIRIT_BLESS
unsigned __int16 uSoundID
@ SPRITE_SPELL_AIR_LIGHNING_BOLT_IMPACT
@ SPRITE_SPELL_EARTH_DEATH_BLOSSOM_IMPACT
@ SPRITE_SPELL_SPIRIT_DETECT_LIFE
@ SPRITE_SPELL_MIND_CURE_INSANITY
@ SPRITE_SPELL_WATER_POISON_SPRAY
@ SPRITE_SPELL_FIRE_INCINERATE
@ SPRITE_SPELL_MIND_CURE_PARALYSIS
@ SPRITE_SPELL_LIGHT_DESTROY_UNDEAD
@ SPRITE_SPELL_DARK_REANIMATE
@ SPRITE_SPELL_EARTH_DEATH_BLOSSOM_FALLOUT
@ SPRITE_SPELL_LIGHT_PRISMATIC_LIGHT
@ SPRITE_SPELL_LIGHT_DISPEL_MAGIC
@ SPRITE_SPELL_EARTH_STUN
bool AttachedToActor() const
@ SPRITE_SPELL_BODY_PROTECTION_FROM_MAGIC
@ SPRITE_ARROW_PROJECTILE
@ SPRITE_SPELL_SPIRIT_PRESERVATION
@ SPRITE_SPELL_WATER_ICE_BLAST_FALLOUT
@ SPRITE_SPELL_EARTH_STONESKIN
@ SPRITE_SPELL_WATER_POISON_SPRAY_IMPACT
@ SPRITE_SPELL_LIGHT_SUNRAY
@ SPRITE_SPELL_WATER_ICE_BLAST_IMPACT
static bool sub_42F7EB_DropItemAt(SPRITE_OBJECT_TYPE sprite, int x, int y, int z, int a4, int count, int a7, unsigned __int16 attributes, ItemGen *a9)
@ SPRITE_SPELL_AIR_FEATHER_FALL
@ SPRITE_SPELL_WATER_ICE_BOLT
@ SPRITE_SPELL_LIGHT_PARALYZE
void _46BEF1_apply_spells_aoe()
@ SPRITE_SPELL_MIND_TELEPATHY
@ SPRITE_SPELL_BODY_FIRST_AID
static void Create_Splash_Object(int x, int y, int z)
@ SPRITE_SPELL_WATER_PROTECTION_FROM_WATER
@ SPRITE_SPELL_DARK_CONTROL_UNDEAD
@ SPRITE_PROJECTILE_515_IMPACT
@ SPRITE_SPELL_LIGHT_DISPEL_MAGIC_1
static void OnInteraction(unsigned int uLayingItemID)
@ SPRITE_SPELL_MIND_CHARM
@ SPRITE_SPELL_FIRE_FIREBALL
@ SPRITE_SPELL_WATER_ICE_BLAST
@ SPRITE_SPELL_FIRE_FIREBALL_IMPACT
@ SPRITE_SPELL_MIND_MIND_BLAST_IMPACT
unsigned int GetLifetime()
unsigned __int16 uAttributes
@ SPRITE_SPELL_SPIRIT_TURN_UNDEAD_1
@ SPRITE_SPELL_AIR_INVISIBILITY
@ SPRITE_SPELL_DARK_SHRINKING_RAY
@ SPRITE_SPELL_LIGHT_LIGHT_BOLT
@ SPRITE_SPELL_SPIRIT_RESSURECTION
@ SPRITE_PROJECTILE_505_IMPACT
bool _46BFFA_update_spell_fx(unsigned int uLayingItemID, signed int a2)
SpriteFrame * GetSpriteFrame()
@ SPRITE_SPELL_EARTH_BLADES
@ SPRITE_SPELL_AIR_PROTECTION_FROM_AIR
@ SPRITE_SPELL_DARK_ARMAGEDDON
__int16 field_22_glow_radius_multiplier
@ SPRITE_SPELL_BODY_HARM_IMPACT
static void UpdateObject_fn0_ODM(unsigned int uLayingItemID)
void sub_43A97E(unsigned int uLayingItemID, signed int a2)
@ SPRITE_SPELL_FIRE_FIRE_SPIKE