26 #include "../cl_game.h"
46 void GAME_CP_DrawBase(
int baseIdx,
int x,
int y,
int w,
int h,
int col,
int row,
bool hover,
int overlap);
void GAME_CP_InitializeBattlescape(dbuffer *msg, const linkedList_t *team)
Changes some actor states for a campaign game.
const char * GAME_CP_GetTeamDef(void)
const char * GAME_CP_GetItemModel(const char *string)
void GAME_CP_DrawBaseTooltip(int baseIdx, int x, int y, int col, int row)
void GAME_CP_InitMissionBriefing(const char **title, linkedList_t **victoryConditionsMsgIDs, linkedList_t **missionBriefingMsgIDs)
void GAME_CP_CharacterCvars(const character_t *chr)
void GAME_CP_DrawBaseLayout(int baseIdx, int x, int y, int totalMarge, int w, int h, int padding, const vec4_t bgcolor, const vec4_t color)
Defines all attributes of objects used in the inventory.
bool GAME_CP_ItemIsUseable(const objDef_t *od)
bool GAME_CP_Spawn(linkedList_t **chrList)
bool GAME_CP_TeamIsKnown(const teamDef_t *teamDef)
Checks whether the team is known at this stage already.
const cgame_import_t * cgi
void GAME_CP_Shutdown(void)
equipDef_t * GAME_CP_GetEquipmentDefinition(void)
void GAME_CP_InitStartup(void)
character_t * GAME_CP_GetSelectedChr(void)
Returns the currently selected character.
void GAME_CP_HandleBaseClick(int baseIdx, int key, int col, int row)
void GAME_CP_DrawBaseLayoutTooltip(int baseIdx, int x, int y)
Draws basename as tooltip for baselayout widget.
void GAME_CP_Results(dbuffer *msg, int winner, int *numSpawned, int *numAlive, int numKilled[][MAX_TEAMS], int numStunned[][MAX_TEAMS], bool nextmap)
After a mission was finished this function is called.
void GAME_CP_Frame(float secondsSinceLastFrame)
void GAME_CP_DrawBase(int baseIdx, int x, int y, int w, int h, int col, int row, bool hover, int overlap)
Describes a character with all its attributes.