Files
firestorm/Gameleap/code/mw4/Code/MW4GameEd2/GameInterface.h
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

61 lines
2.0 KiB
C++

#pragma once
#include <Stuff\Stuff.hpp>
using namespace Stuff;
namespace Adept {
class Entity;
};
namespace gosFX {
class Light;
};
extern bool GameInitilized;
extern bool AllowBuild;
extern bool AllowBldSkies; // jcem
extern bool NoBldMissions; // jcem
extern bool NeedResourceBuild;
void _stdcall TerminateGameEngine();
float ComputeTerrainElevation(float x,float z,Adept::Entity *ignore_entity=NULL);
Adept::Entity *GetTopEntity(float x,float z,float& height);
CString GetMissionScriptName();
void SetMissionScriptName(const CString& script_name);
void BindEntity(Adept::Entity *entity);
void UnBindEntity(Adept::Entity *entity);
void AddEntityToMap(Adept::Entity *entity,Stuff::LinearMatrix4D &mat);
void RemoveEntityFromMap(Adept::Entity *entity);
void MoveEntityTo(Adept::Entity *entity,Stuff::LinearMatrix4D &mat);
const char*GetEntityScriptName(Adept::Entity *entity);
void SetEntityScriptName(Adept::Entity *entity,char* script_name);
void SetEntityName(Adept::Entity *entity,CString newname);
void RemoveEntityFromNameTable(Adept::Entity *entity);
void AddEntityAI(Adept::Entity *entity);
void RemoveEntityAI(Adept::Entity *entity);
void AddEntityToNameTable(Adept::Entity *entity);
void MakeMissionNight(bool night);
bool IsMissionNight();
bool HasSkin(Adept::Entity *entity);
char GetEntitySkin(Adept::Entity *entity);
void SetEntitySkin(Adept::Entity *entity,char skin);
void AdoptFogColors();
void AddLightToMap(gosFX::Light *light);
void RemoveLightFromMap(gosFX::Light *light);
Scalar GetWaterLevel();
void MakeFileWriteable(CString str);
void LoadSkys(CComboBox *ctrl);
bool HasCollsion(Adept::Entity *entity);
CString DaySkyName();
CString NightSkyName();
void SetDaySky(CString sname);
void SetNightSky(CString sname);
float GetFarClip();
int GetSkinCount();
int EntitiesInTile(int x,int y);
CString GetSkinName(char skin);
CString GetNthSkinName(int val);
char GetNthSkin(int val);
void TranslateMissionNameBackIfNecessary(CString &mis_name);
CString GetMissionName();
void RunEula();