Devilution
Diablo devolved - magic behind the 1996 computer game
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27 void NewPlrAnim(
int pnum, BYTE *Peq,
int numFrames,
int Delay,
int width);
49 void StartWalk(
int pnum,
int xvel,
int yvel,
int xadd,
int yadd,
int EndDir,
int sdir);
50 void StartWalk2(
int pnum,
int xvel,
int yvel,
int xoff,
int yoff,
int xadd,
int yadd,
int EndDir,
int sdir);
51 void StartWalk3(
int pnum,
int xvel,
int yvel,
int xoff,
int yoff,
int xadd,
int yadd,
int mapx,
int mapy,
int EndDir,
int sdir);
55 void StartSpell(
int pnum,
int d,
int cx,
int cy);
94 void MakePlrPath(
int pnum,
int xx,
int yy, BOOL endspace);
125 extern int PWVel[3][3];
void PM_ChangeOffset(int pnum)
BOOL PM_DoWalk2(int pnum)
BOOL PM_DoNewLvl(int pnum)
void FixPlrWalkTags(int pnum)
void StartWalk2(int pnum, int xvel, int yvel, int xoff, int yoff, int xadd, int yadd, int EndDir, int sdir)
BOOL PM_DoDeath(int pnum)
void LoadPlrGFX(int pnum, player_graphic gfxflag)
void RemovePlrFromMap(int pnum)
void FixPlayerLocation(int pnum, int bDir)
void ModifyPlrVit(int p, int l)
char PlrGFXAnimLens[][11]
void ClearPlrPVars(int pnum)
void DropHalfPlayersGold(int pnum)
void StartSpell(int pnum, int d, int cx, int cy)
void SetPlayerGPtrs(BYTE *pData, BYTE **pAnim)
void NextPlrLevel(int pnum)
void InitLevelChange(int pnum)
void CreatePlayer(int pnum, char c)
void StartWalk3(int pnum, int xvel, int yvel, int xoff, int yoff, int xadd, int yadd, int mapx, int mapy, int EndDir, int sdir)
void SetPlrStr(int p, int v)
void SyncInitPlr(int pnum)
void StartStand(int pnum, int dir)
DWORD GetPlrGFXSize(char *szCel)
void RespawnDeadItem(ItemStruct *itm, int x, int y)
void StartAttack(int pnum, int d)
int AnimLenFromClass[3]
Total number of frames in walk animation.
void SyncPlrKill(int pnum, int earflag)
void ClrPlrPath(int pnum)
BOOL PM_DoGotHit(int pnum)
void StartPlrBlock(int pnum, int dir)
void SetPlrDex(int p, int v)
BOOL SolidLoc(int x, int y)
void RemovePlrMissiles(int pnum)
void StartPlrHit(int pnum, int dam, BOOL forcehit)
void StartWalkStand(int pnum)
BOOL PlrHitPlr(int pnum, char p)
BOOL PlrHitObj(int pnum, int mx, int my)
void InitPlayer(int pnum, BOOL FirstTime)
void PlrDoTrans(int x, int y)
int ExpLvlsTbl[MAXCHARLEVEL]
void CheckCheatStats(int pnum)
void ClearPlrRVars(PlayerStruct *p)
PlayerStruct plr[MAX_PLRS]
void StartRangeAttack(int pnum, int d, int cx, int cy)
void CheckNewPath(int pnum)
void PlrClrTrans(int x, int y)
void SetPlrAnims(int pnum)
void PlrDeadItem(int pnum, ItemStruct *itm, int xx, int yy)
void StartWarpLvl(int pnum, int pidx)
BOOL PM_DoStand(int pnum)
int CalcStatDiff(int pnum)
void SetPlayerOld(int pnum)
void StartPlayerKill(int pnum, int earflag)
void SyncInitPlrPos(int pnum)
void StartWalk(int pnum, int xvel, int yvel, int xadd, int yadd, int EndDir, int sdir)
void ModifyPlrDex(int p, int l)
BOOL PM_DoWalk3(int pnum)
BOOL WeaponDur(int pnum, int durrnd)
BOOL PlrDirOK(int pnum, int dir)
BOOL PosOkPlayer(int pnum, int x, int y)
void j_StartPlayerKill(int pnum, int earflag)
void NewPlrAnim(int pnum, BYTE *Peq, int numFrames, int Delay, int width)
BOOL PM_DoRangeAttack(int pnum)
void InitPlayerGFX(int pnum)
BOOL PM_DoAttack(int pnum)
void SetPlrMag(int p, int v)
void SetPlayerHitPoints(int pnum, int val)
void RestartTownLvl(int pnum)
void StartNewLvl(int pnum, int fom, int lvl)
void SyncPlrAnim(int pnum)
void InitPlrGFXMem(int pnum)
void InitDungMsgs(int pnum)
void SetPlrVit(int p, int v)
void PM_ChangeLightOff(int pnum)
BOOL PM_DoBlock(int pnum)
BOOL PlrDeathModeOK(int p)
void FreePlayerGFX(int pnum)
void AddPlrMonstExper(int lvl, int exp, char pmask)
void AddPlrExperience(int pnum, int lvl, int exp)
void ModifyPlrMag(int p, int l)
BOOL PM_DoSpell(int pnum)
void MakePlrPath(int pnum, int xx, int yy, BOOL endspace)
void ModifyPlrStr(int p, int l)
BOOL PlrHitMonst(int pnum, int m)
void CheckEFlag(int pnum, BOOL flag)