80 lines
1.2 KiB
C
80 lines
1.2 KiB
C
#ifndef IO_H
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#define IO_H
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//
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// Defines
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//
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//
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// Structs
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//
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struct LoadGameThing
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{
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UWORD Type;
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UWORD SubStype;
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SLONG X;
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SLONG Y;
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SLONG Z;
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ULONG Flags;
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UWORD IndexOther;
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UWORD AngleX;
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UWORD AngleY;
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UWORD AngleZ;
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ULONG Dummy[4];
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};
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//
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// Data
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//
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extern CBYTE DATA_DIR[];
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extern CBYTE LEVELS_DIR[];
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extern CBYTE TEXTURE_WORLD_DIR[];
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//
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// Functions
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//
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extern void change_extension(CBYTE *name,CBYTE *add,CBYTE *new_name);
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extern void load_game_map(CBYTE *name);
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extern SLONG load_all_prims(CBYTE *name);
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extern SLONG load_a_multi_prim(CBYTE *name);
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extern void load_palette(CBYTE *palette);
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extern void load_key_frame_chunks(KeyFrameChunk *the_chunk,CBYTE *vue_name,float shrink=1.0);
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extern SLONG save_anim_system(struct GameKeyFrameChunk *game_chunk,CBYTE *name);
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//
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// Loads the textures styles from the given world. Only set (load_editor_names) if
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// you are calling this function from the editor.
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//
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extern void load_texture_styles(UBYTE load_editor_names, UBYTE world);
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//
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// Loads in the given prim object if it is not already loaded.
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// Returns FALSE on failure.
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//
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SLONG load_prim_object(SLONG prim);
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//
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// Loads in all the individual prim objects.
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//
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void load_all_individual_prims(void);
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#endif
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