/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "engines/icb/fn_routines.h" namespace ICB { mcodeFunctionReturnCodes fn_test(int32 &, int32 *); mcodeFunctionReturnCodes fn_create_mega(int32 &, int32 *); mcodeFunctionReturnCodes fn_shut_down_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_prop_animate(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_voxel_image_path(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_xyz(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_to_floor(int32 &, int32 *); mcodeFunctionReturnCodes fn_init_from_nico_file(int32 &, int32 *); mcodeFunctionReturnCodes fn_init_from_marker_file(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_pan(int32 &, int32 *); mcodeFunctionReturnCodes fn_context_chosen_logic(int32 &, int32 *); mcodeFunctionReturnCodes fn_tiny_route(int32 &, int32 *); mcodeFunctionReturnCodes fn_player(int32 &, int32 *); mcodeFunctionReturnCodes fn_pause(int32 &, int32 *); mcodeFunctionReturnCodes fn_face_coord(int32 &, int32 *); mcodeFunctionReturnCodes fn_face_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_generic_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_player_can_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_player_cannot_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_generic_prop_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_custom_prop_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_for_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_unregister_for_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_object_for_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_unregister_object_for_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_post_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_post_future_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_post_repeating_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_post_named_event_to_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_for_line_of_sight(int32 &, int32 *); mcodeFunctionReturnCodes fn_unregister_for_line_of_sight(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_object_for_line_of_sight(int32 &, int32 *); mcodeFunctionReturnCodes fn_unregister_object_for_line_of_sight(int32 &, int32 *); mcodeFunctionReturnCodes fn_can_see(int32 &, int32 *); mcodeFunctionReturnCodes fn_can_object_see(int32 &, int32 *); mcodeFunctionReturnCodes fn_call_socket(int32 &, int32 *); mcodeFunctionReturnCodes fn_prop_set_to_last_frame(int32 &, int32 *); mcodeFunctionReturnCodes fn_prop_set_to_first_frame(int32 &, int32 *); mcodeFunctionReturnCodes fn_prop_near_a_mega(int32 &, int32 *); mcodeFunctionReturnCodes socket_force_new_logic(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_weapon(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_mega_field_of_view(int32 &, int32 *); mcodeFunctionReturnCodes fn_apply_bullet(int32 &, int32 *); mcodeFunctionReturnCodes fn_add_inventory_item(int32 &, int32 *); mcodeFunctionReturnCodes fn_remove_inventory_item(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_carrying(int32 &, int32 *); mcodeFunctionReturnCodes fn_reset_player(int32 &, int32 *); mcodeFunctionReturnCodes fn_speak(int32 &, int32 *); mcodeFunctionReturnCodes fn_request_speech(int32 &, int32 *); mcodeFunctionReturnCodes fn_add_talker(int32 &, int32 *); mcodeFunctionReturnCodes fn_issue_speech_request(int32 &, int32 *); mcodeFunctionReturnCodes fn_confirm_requests(int32 &, int32 *); mcodeFunctionReturnCodes fn_anon_speech_invite(int32 &, int32 *); mcodeFunctionReturnCodes fn_converse(int32 &, int32 *); mcodeFunctionReturnCodes speak_object_face_object(int32 &, int32 *); mcodeFunctionReturnCodes speak_play_generic_anim(int32 &, int32 *); mcodeFunctionReturnCodes speak_wait_for_everyone(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_weapon(int32 &, int32 *); mcodeFunctionReturnCodes fn_rig_test(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_holding(int32 &, int32 *); mcodeFunctionReturnCodes fn_drop(int32 &, int32 *); mcodeFunctionReturnCodes fn_item_held(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_to_last_frame_generic_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_common_xa_music(int32 &, int32 *); mcodeFunctionReturnCodes fn_pass_flag_to_engine(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_is_active(int32 &, int32 *); mcodeFunctionReturnCodes fn_easy_play_generic_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_teleport(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_pan_from_nico(int32 &, int32 *); mcodeFunctionReturnCodes fn_teleport_to_nico(int32 &, int32 *); mcodeFunctionReturnCodes fn_are_we_on_this_floor(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_object_on_our_floor(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_object_on_screen(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_object_dead(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_custom(int32 &, int32 *); mcodeFunctionReturnCodes fn_message(int32 &, int32 *); mcodeFunctionReturnCodes fn_clear_all_events(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_state_flag(int32 &, int32 *); mcodeFunctionReturnCodes fn_check_event_waiting(int32 &, int32 *); mcodeFunctionReturnCodes fn_event_check_last_sender(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_last_event_sender_id(int32 &, int32 *); mcodeFunctionReturnCodes fn_near(int32 &, int32 *); mcodeFunctionReturnCodes fn_easy_play_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_snap_face_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_teleport_z(int32 &, int32 *); mcodeFunctionReturnCodes fn_on_screen(int32 &, int32 *); mcodeFunctionReturnCodes fn_hold_if_off_screen(int32 &, int32 *); mcodeFunctionReturnCodes fn_mega_interacts(int32 &, int32 *); mcodeFunctionReturnCodes fn_restart_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_object_near_nico(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_get_mode(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_set_mode(int32 &, int32 *); mcodeFunctionReturnCodes fn_teleport_y_to_id(int32 &, int32 *); mcodeFunctionReturnCodes fn_call_socket_id(int32 &, int32 *); mcodeFunctionReturnCodes fn_route_to_nico(int32 &, int32 *); mcodeFunctionReturnCodes fn_lift_process_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_add_object_name_to_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_add_object_id_to_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_hold_while_list_near_nico(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_watch(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_persons_weapon(int32 &, int32 *); mcodeFunctionReturnCodes fn_kill_me(int32 &, int32 *); mcodeFunctionReturnCodes fn_kill_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_to_first_frame_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_to_last_frame_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_shut_down_event_processing(int32 &, int32 *); mcodeFunctionReturnCodes fn_three_sixty_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_route_to_marker(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_mission_xa_music(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_common_vag_music(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_mission_vag_music(int32 &, int32 *); mcodeFunctionReturnCodes fn_near_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_list_result(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_common_fx(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_mission_fx(int32 &, int32 *); mcodeFunctionReturnCodes fn_add_icon_to_icon_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_remove_icon_from_icon_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_is_email_waiting(int32 &, int32 *); mcodeFunctionReturnCodes fn_destroy_icon_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_send_email(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_menu_return(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_picture(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_clear_screen(int32 &, int32 *); mcodeFunctionReturnCodes fn_new_apply_bullet(int32 &, int32 *); mcodeFunctionReturnCodes fn_new_script(int32 &, int32 *); mcodeFunctionReturnCodes fn_random(int32 &, int32 *); mcodeFunctionReturnCodes fn_change_session(int32 &, int32 *); mcodeFunctionReturnCodes fn_changed_sessions(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_set_current_zoom(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_there_interact_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_interact_object_id(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_object_interact_object(int32 &, int32 *); mcodeFunctionReturnCodes speak_chosen(int32 &, int32 *); mcodeFunctionReturnCodes speak_user_chooser(int32 &, int32 *); mcodeFunctionReturnCodes speak_add_chooser_icon(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_add_icon(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_remove_icon(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_reset_icon_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_choose(int32 &, int32 *); mcodeFunctionReturnCodes fn_simple_chi(int32 &, int32 *); mcodeFunctionReturnCodes fn_chi(int32 &, int32 *); mcodeFunctionReturnCodes speak_menu_still_active(int32 &, int32 *); mcodeFunctionReturnCodes speak_menu_choices_remain(int32 &, int32 *); mcodeFunctionReturnCodes speak_close_menu(int32 &, int32 *); mcodeFunctionReturnCodes speak_new_menu(int32 &, int32 *); mcodeFunctionReturnCodes speak_end_conversation(int32 &, int32 *); mcodeFunctionReturnCodes speak_end_menu(int32 &, int32 *); mcodeFunctionReturnCodes speak_add_special_chooser_icon(int32 &, int32 *); mcodeFunctionReturnCodes fn_floor_and_floor_camera_linked(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_object_adjacent(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_object_on_this_floor(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_objects_lvar_value(int32 &, int32 *); mcodeFunctionReturnCodes fn_mega_generic_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_objects_lvar_value(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_object_sight_range(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_object_sight_height(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_registered_for_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_object_registered_for_event(int32 &, int32 *); mcodeFunctionReturnCodes fn_switch_on_the_really_neat_and_special_script_debugging_facility(int32 &, int32 *); mcodeFunctionReturnCodes fn_switch_off_the_really_neat_and_special_script_debugging_facility(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_heard_this(int32 &, int32 *); mcodeFunctionReturnCodes fn_can_see_in_dark(int32 &, int32 *); mcodeFunctionReturnCodes fn_mega_never_in_shadow(int32 &, int32 *); mcodeFunctionReturnCodes fn_message_var(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_new_menu_on_icon(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_new_menu(int32 &, int32 *); mcodeFunctionReturnCodes fn_no_logic(int32 &, int32 *); mcodeFunctionReturnCodes fn_gosub(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_custom_simple_animator(int32 &, int32 *); mcodeFunctionReturnCodes fn_sharp_route(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_custom_button_operated_door(int32 &, int32 *); mcodeFunctionReturnCodes fn_test_prop_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_lift2_process(int32 &, int32 *); mcodeFunctionReturnCodes fn_post_named_event_to_object_id(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_custom_auto_door(int32 &, int32 *); mcodeFunctionReturnCodes fn_switch_to_manual_camera(int32 &, int32 *); mcodeFunctionReturnCodes fn_cancel_manual_camera(int32 &, int32 *); mcodeFunctionReturnCodes fn_carrying_how_many(int32 &, int32 *); mcodeFunctionReturnCodes fn_preload_custom_mega_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_wait_on_icon(int32 &, int32 *); mcodeFunctionReturnCodes fn_reverse_generic_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_for_auto_interaction(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_set_hearing_sensitivity(int32 &, int32 *); mcodeFunctionReturnCodes fn_suspend_events(int32 &, int32 *); mcodeFunctionReturnCodes fn_unsuspend_events(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_heard_something(int32 &, int32 *); mcodeFunctionReturnCodes fn_prime_player_history(int32 &, int32 *); mcodeFunctionReturnCodes fn_inherit_prop_anim_height(int32 &, int32 *); mcodeFunctionReturnCodes fn_start_chi_following(int32 &, int32 *); mcodeFunctionReturnCodes fn_init_mega_from_nico(int32 &, int32 *); mcodeFunctionReturnCodes fn_record_player_interaction(int32 &, int32 *); mcodeFunctionReturnCodes fn_mega_use_lift(int32 &, int32 *); mcodeFunctionReturnCodes fn_snap_to_nico_y(int32 &, int32 *); mcodeFunctionReturnCodes fn_inherit_prop_anim_height_id(int32 &, int32 *); mcodeFunctionReturnCodes fn_route_to_custom_prop_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_route_to_generic_prop_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_fetch_chi_mode(int32 &, int32 *); mcodeFunctionReturnCodes fn_lib_lift_chord_and_chi(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_interacting(int32 &, int32 *); mcodeFunctionReturnCodes fn_clear_interacting(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_emp_flash(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_check_email_id(int32 &, int32 *); mcodeFunctionReturnCodes fx_widescreen(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_mark_email_read(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_set_map_knowledge_level(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_fix_motion_scan_xz(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_update_player(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_script_activate(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_script_deactivate(int32 &, int32 *); mcodeFunctionReturnCodes fn_line_of_sight_suspend(int32 &, int32 *); mcodeFunctionReturnCodes fn_line_of_sight_unsuspend(int32 &, int32 *); mcodeFunctionReturnCodes fn_check_for_nico(int32 &, int32 *); mcodeFunctionReturnCodes fn_sony_door_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_apply_anim_y(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_default_logic(int32 &, int32 *); mcodeFunctionReturnCodes fn_line_of_sight_now(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_sfx(int32 &, int32 *); mcodeFunctionReturnCodes fn_stop_sfx(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_to_first_frame_generic_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_easy_play_generic_anim_with_pan(int32 &, int32 *); mcodeFunctionReturnCodes speak_set_custom(int32 &, int32 *); mcodeFunctionReturnCodes speak_play_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_check_for_chi(int32 &, int32 *); mcodeFunctionReturnCodes fn_wait_for_chi(int32 &, int32 *); mcodeFunctionReturnCodes fn_send_chi_to_this_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_ids_lvar_value(int32 &, int32 *); mcodeFunctionReturnCodes fn_teleport_to_nico_y(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_id_the_player(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_to_exlusive_coords(int32 &, int32 *); mcodeFunctionReturnCodes fn_chi_wait_for_player_to_move(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_evil(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_menu_return_on_icon(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_mega_says(int32 &, int32 *); mcodeFunctionReturnCodes fn_changed_via_this_shaft(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_objects_x(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_objects_y(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_objects_z(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_cad_lock_status(int32 &, int32 *); mcodeFunctionReturnCodes fn_are_we_on_screen(int32 &, int32 *); mcodeFunctionReturnCodes fn_reset_icon_list(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_speech_status(int32 &, int32 *); mcodeFunctionReturnCodes fn_interact_choose(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_mega_within_area(int32 &, int32 *); mcodeFunctionReturnCodes fn_get_cad_state_flag(int32 &, int32 *); mcodeFunctionReturnCodes fn_end_mission(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_set_max_zoom(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_set_min_zoom(int32 &, int32 *); mcodeFunctionReturnCodes fn_route_to_near_mega(int32 &, int32 *); mcodeFunctionReturnCodes fn_stop_chi_following(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_pose(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_crouching(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_armed(int32 &, int32 *); mcodeFunctionReturnCodes fn_push_player_status(int32 &, int32 *); mcodeFunctionReturnCodes fn_pop_player_status(int32 &, int32 *); mcodeFunctionReturnCodes fn_post_third_party_speech(int32 &, int32 *); mcodeFunctionReturnCodes fn_fast_face_object(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_paragraph_text(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_main_heading(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_sub_heading(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_option_text(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_warning_text(int32 &, int32 *); mcodeFunctionReturnCodes fn_object_rerun_logic_context(int32 &, int32 *); mcodeFunctionReturnCodes fn_interact_near_mega(int32 &, int32 *); mcodeFunctionReturnCodes fn_am_i_player(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_shoot_overide(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_strike_overide(int32 &, int32 *); mcodeFunctionReturnCodes fn_start_player_interaction(int32 &, int32 *); mcodeFunctionReturnCodes fn_start_conveyor(int32 &, int32 *); mcodeFunctionReturnCodes fn_stop_conveyor(int32 &, int32 *); mcodeFunctionReturnCodes fn_interact_with_id(int32 &, int32 *); mcodeFunctionReturnCodes fn_face_nicos_pan(int32 &, int32 *); mcodeFunctionReturnCodes fn_unregister_for_auto_interaction(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_chi(int32 &, int32 *); mcodeFunctionReturnCodes fn_add_y(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_sfx_xyz(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_stairway(int32 &, int32 *); mcodeFunctionReturnCodes fn_reverse_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_trace(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_player_has_weapon(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_new_entry(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_remove_entry(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_simulate(int32 &, int32 *); mcodeFunctionReturnCodes fn_PLEASE_REUSE_THIS_SLOT_2(int32 &, int32 *); mcodeFunctionReturnCodes fn_PLEASE_REUSE_THIS_SLOT_3(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_object_type(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_ladder(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_movie(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_an_object_crouching(int32 &, int32 *); mcodeFunctionReturnCodes fn_align_with_floor(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_sfx_offset(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_sfx_time(int32 &, int32 *); mcodeFunctionReturnCodes fn_add_medipacks(int32 &, int32 *); mcodeFunctionReturnCodes fn_use_medipacks(int32 &, int32 *); mcodeFunctionReturnCodes fn_add_ammo_clips(int32 &, int32 *); mcodeFunctionReturnCodes fn_use_ammo_clips(int32 &, int32 *); mcodeFunctionReturnCodes fn_load_players_gun(int32 &, int32 *); mcodeFunctionReturnCodes fn_flash_health(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_player_pose(int32 &, int32 *); mcodeFunctionReturnCodes fn_kill_conversations(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_player_running(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_player_walking(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_anim_speed(int32 &, int32 *); mcodeFunctionReturnCodes fn_push_coords(int32 &, int32 *); mcodeFunctionReturnCodes fn_pop_coords(int32 &, int32 *); mcodeFunctionReturnCodes fn_fast_face_coord(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_fast_face(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_add_floor_range(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_reset_floor_ranges(int32 &, int32 *); mcodeFunctionReturnCodes fn_send_chi_to_named_object(int32 &, int32 *); mcodeFunctionReturnCodes fx_brighten_to(int32 &, int32 *); mcodeFunctionReturnCodes fx_brighten_from(int32 &, int32 *); mcodeFunctionReturnCodes fx_narrow_screen(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_route_to_near(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_suspend(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_unsuspend(int32 &, int32 *); mcodeFunctionReturnCodes fn_wandering_custom_prop_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_wandering_generic_prop_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_texture(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_palette(int32 &, int32 *); mcodeFunctionReturnCodes fn_restart_gamescript(int32 &, int32 *); mcodeFunctionReturnCodes fn_quick_restart(int32 &, int32 *); mcodeFunctionReturnCodes fx_generic_fade(int32 &, int32 *); mcodeFunctionReturnCodes fx_darken_to(int32 &, int32 *); mcodeFunctionReturnCodes fx_darken_from(int32 &, int32 *); mcodeFunctionReturnCodes fx_fade_to(int32 &, int32 *); mcodeFunctionReturnCodes fx_fade_from(int32 &, int32 *); mcodeFunctionReturnCodes fx_blend(int32 &, int32 *); mcodeFunctionReturnCodes fn_speech_colour(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_current_camera(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_mega_near_mega(int32 &, int32 *); mcodeFunctionReturnCodes fn_easy_play_custom_anim_with_pan(int32 &, int32 *); mcodeFunctionReturnCodes fn_make_remora_beep(int32 &, int32 *); mcodeFunctionReturnCodes fn_shadows_on(int32 &, int32 *); mcodeFunctionReturnCodes fn_shadows_off(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_neck_bone(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_neck_vector(int32 &, int32 *); mcodeFunctionReturnCodes speak_set_neck_vector(int32 &, int32 *); mcodeFunctionReturnCodes fn_simple_look(int32 &, int32 *); mcodeFunctionReturnCodes speak_simple_look(int32 &, int32 *); mcodeFunctionReturnCodes fn_panless_teleport_to_nico(int32 &, int32 *); mcodeFunctionReturnCodes fn_can_mega_see_dead_megas(int32 &, int32 *); mcodeFunctionReturnCodes fn_breath(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_dynamic_light(int32 &, int32 *); mcodeFunctionReturnCodes speak_set_dynamic_light(int32 &, int32 *); mcodeFunctionReturnCodes fn_sharp_route_to_near_mega(int32 &, int32 *); mcodeFunctionReturnCodes fn_spectre_route_to_mega(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_shade_percentage(int32 &, int32 *); mcodeFunctionReturnCodes fn_can_hear_players_feet(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_screen_offset(int32 &, int32 *); mcodeFunctionReturnCodes fn_shake_screen(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_player_striking(int32 &, int32 *); mcodeFunctionReturnCodes fn_do_not_disturb(int32 &, int32 *); mcodeFunctionReturnCodes fn_has_mega_our_height(int32 &, int32 *); mcodeFunctionReturnCodes fn_chi_heard_gunshot(int32 &, int32 *); mcodeFunctionReturnCodes fn_prime_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_preload_basics(int32 &, int32 *); mcodeFunctionReturnCodes fn_activate_timer(int32 &, int32 *); mcodeFunctionReturnCodes fn_stop_timer(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_sfx_special(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_default_footstep_sfx(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_floor_footstep_sfx(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_footstep_weight(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_special_footstep(int32 &, int32 *); mcodeFunctionReturnCodes speak_reverse_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes speak_preload_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_register_platform_coords(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_progress_bar(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_sfx_offset_time(int32 &, int32 *); mcodeFunctionReturnCodes fn_activate_stair_or_ladder(int32 &, int32 *); mcodeFunctionReturnCodes fn_deactivate_stair_or_ladder(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_half_character_width(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_interact_look_height(int32 &, int32 *); mcodeFunctionReturnCodes fn_swordfight(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_visible(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_object_visible(int32 &, int32 *); mcodeFunctionReturnCodes fn_calibrate_chi(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_to_dead(int32 &, int32 *); mcodeFunctionReturnCodes fn_sound_link_floors(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_voice_over_colour(int32 &, int32 *); mcodeFunctionReturnCodes fn_default_voice_over_colour(int32 &, int32 *); mcodeFunctionReturnCodes fn_remora_blank_line(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_camera_hold(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_mega_wait_for_player(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_mega_off_camera_hold(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_mega_slice_hold(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_mesh(int32 &, int32 *); mcodeFunctionReturnCodes fn_sync_with_mega(int32 &, int32 *); mcodeFunctionReturnCodes fn_laser_route(int32 &, int32 *); mcodeFunctionReturnCodes fn_prop_crouch_interact(int32 &, int32 *); mcodeFunctionReturnCodes fn_preload_sting(int32 &, int32 *); mcodeFunctionReturnCodes fn_play_sting(int32 &, int32 *); mcodeFunctionReturnCodes fn_stop_sting(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_sleep(int32 &, int32 *); mcodeFunctionReturnCodes speak_allocate_music(int32 &, int32 *); mcodeFunctionReturnCodes speak_preload_music(int32 &, int32 *); mcodeFunctionReturnCodes speak_play_music(int32 &, int32 *); mcodeFunctionReturnCodes speak_stop_music(int32 &, int32 *); mcodeFunctionReturnCodes speak_end_music(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_sfx(int32 &, int32 *); mcodeFunctionReturnCodes fn_wait_for_button(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_as_player(int32 &, int32 *); mcodeFunctionReturnCodes fn_lock_y(int32 &, int32 *); mcodeFunctionReturnCodes fn_unlock_y(int32 &, int32 *); mcodeFunctionReturnCodes fn_is_current_location(int32 &, int32 *); mcodeFunctionReturnCodes fn_flip_pan(int32 &, int32 *); mcodeFunctionReturnCodes fn_snap_to_ladder_top(int32 &, int32 *); mcodeFunctionReturnCodes fn_snap_to_ladder_bottom(int32 &, int32 *); mcodeFunctionReturnCodes fn_set_feet_to_pan(int32 &, int32 *); mcodeFunctionReturnCodes fn_room_route(int32 &, int32 *); mcodeFunctionReturnCodes fn_hard_load_generic_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_hard_load_custom_anim(int32 &, int32 *); mcodeFunctionReturnCodes fn_activate_sparkle(int32 &, int32 *); mcodeFunctionReturnCodes fn_deactivate_sparkle(int32 &, int32 *); mcodeFunctionReturnCodes fn_missing_routine(int32 &, int32 *); mcodeFunctionReturnCodes (*McodeTableICB[NO_API_ROUTINES_ICB])(int32 &, int32 *) = { fn_test, fn_create_mega, fn_shut_down_object, fn_prop_animate, fn_set_voxel_image_path, fn_set_xyz, fn_set_to_floor, fn_init_from_nico_file, fn_init_from_marker_file, fn_set_pan, fn_context_chosen_logic, fn_tiny_route, fn_player, fn_pause, fn_face_coord, fn_face_object, fn_play_generic_anim, fn_set_player_can_interact, fn_set_player_cannot_interact, fn_generic_prop_interact, fn_custom_prop_interact, fn_register_for_event, fn_unregister_for_event, fn_register_object_for_event, fn_unregister_object_for_event, fn_post_event, fn_post_future_event, fn_post_repeating_event, fn_post_named_event_to_object, fn_register_for_line_of_sight, fn_unregister_for_line_of_sight, fn_register_object_for_line_of_sight, fn_unregister_object_for_line_of_sight, fn_can_see, fn_can_object_see, fn_call_socket, fn_prop_set_to_last_frame, fn_prop_set_to_first_frame, fn_prop_near_a_mega, socket_force_new_logic, fn_set_weapon, fn_set_mega_field_of_view, fn_apply_bullet, fn_add_inventory_item, fn_remove_inventory_item, fn_is_carrying, fn_reset_player, fn_speak, fn_request_speech, fn_add_talker, fn_issue_speech_request, fn_confirm_requests, fn_anon_speech_invite, fn_converse, speak_object_face_object, speak_play_generic_anim, speak_wait_for_everyone, fn_get_weapon, fn_rig_test, fn_is_holding, fn_drop, fn_item_held, fn_set_to_last_frame_generic_anim, fn_play_common_xa_music, fn_pass_flag_to_engine, fn_remora_is_active, fn_easy_play_generic_anim, fn_teleport, fn_play_custom_anim, fn_get_pan_from_nico, fn_teleport_to_nico, fn_are_we_on_this_floor, fn_is_object_on_our_floor, fn_is_object_on_screen, fn_is_object_dead, fn_set_custom, fn_message, fn_clear_all_events, fn_get_state_flag, fn_check_event_waiting, fn_event_check_last_sender, fn_get_last_event_sender_id, fn_near, fn_easy_play_custom_anim, fn_snap_face_object, fn_teleport_z, fn_on_screen, fn_hold_if_off_screen, fn_mega_interacts, fn_restart_object, fn_object_near_nico, fn_remora_get_mode, fn_remora_set_mode, fn_teleport_y_to_id, fn_call_socket_id, fn_route_to_nico, fn_lift_process_list, fn_add_object_name_to_list, fn_add_object_id_to_list, fn_hold_while_list_near_nico, fn_set_watch, fn_get_persons_weapon, fn_kill_me, fn_kill_object, fn_set_to_first_frame_custom_anim, fn_set_to_last_frame_custom_anim, fn_shut_down_event_processing, fn_three_sixty_interact, fn_route_to_marker, fn_play_mission_xa_music, fn_play_common_vag_music, fn_play_mission_vag_music, fn_near_list, fn_get_list_result, fn_play_common_fx, fn_play_mission_fx, fn_add_icon_to_icon_list, fn_remove_icon_from_icon_list, fn_remora_is_email_waiting, fn_destroy_icon_list, fn_remora_send_email, fn_remora_menu_return, fn_remora_picture, fn_remora_clear_screen, fn_new_apply_bullet, fn_new_script, fn_random, fn_change_session, fn_changed_sessions, fn_remora_set_current_zoom, fn_is_there_interact_object, fn_get_interact_object_id, fn_is_object_interact_object, speak_chosen, speak_user_chooser, speak_add_chooser_icon, fn_remora_add_icon, fn_remora_remove_icon, fn_remora_reset_icon_list, fn_remora_choose, fn_simple_chi, fn_chi, speak_menu_still_active, speak_menu_choices_remain, speak_close_menu, speak_new_menu, speak_end_conversation, speak_end_menu, speak_add_special_chooser_icon, fn_floor_and_floor_camera_linked, fn_is_object_adjacent, fn_is_object_on_this_floor, fn_get_objects_lvar_value, fn_mega_generic_interact, fn_set_objects_lvar_value, fn_set_object_sight_range, fn_set_object_sight_height, fn_is_registered_for_event, fn_is_object_registered_for_event, fn_switch_on_the_really_neat_and_special_script_debugging_facility, fn_switch_off_the_really_neat_and_special_script_debugging_facility, fn_sound_heard_this, fn_can_see_in_dark, fn_mega_never_in_shadow, fn_message_var, fn_remora_new_menu_on_icon, fn_remora_new_menu, fn_no_logic, fn_gosub, fn_set_custom_simple_animator, fn_sharp_route, fn_set_custom_button_operated_door, fn_test_prop_anim, fn_lift2_process, fn_post_named_event_to_object_id, fn_set_custom_auto_door, fn_switch_to_manual_camera, fn_cancel_manual_camera, fn_carrying_how_many, fn_preload_custom_mega_anim, fn_remora_wait_on_icon, fn_reverse_generic_anim, fn_register_for_auto_interaction, fn_sound_set_hearing_sensitivity, fn_suspend_events, fn_unsuspend_events, fn_sound_heard_something, fn_prime_player_history, fn_inherit_prop_anim_height, fn_start_chi_following, fn_init_mega_from_nico, fn_record_player_interaction, fn_mega_use_lift, fn_snap_to_nico_y, fn_inherit_prop_anim_height_id, fn_route_to_custom_prop_interact, fn_route_to_generic_prop_interact, fn_fetch_chi_mode, fn_lib_lift_chord_and_chi, fn_set_interacting, fn_clear_interacting, fn_remora_emp_flash, fn_remora_check_email_id, fx_widescreen, fn_remora_mark_email_read, fn_remora_set_map_knowledge_level, fn_remora_fix_motion_scan_xz, fn_remora_update_player, fn_remora_script_activate, fn_remora_script_deactivate, fn_line_of_sight_suspend, fn_line_of_sight_unsuspend, fn_check_for_nico, fn_sony_door_interact, fn_apply_anim_y, fn_remora_default_logic, fn_line_of_sight_now, fn_play_sfx, fn_stop_sfx, fn_set_to_first_frame_generic_anim, fn_easy_play_generic_anim_with_pan, speak_set_custom, speak_play_custom_anim, fn_check_for_chi, fn_wait_for_chi, fn_send_chi_to_this_object, fn_set_ids_lvar_value, fn_teleport_to_nico_y, fn_is_id_the_player, fn_set_to_exlusive_coords, fn_chi_wait_for_player_to_move, fn_set_evil, fn_remora_menu_return_on_icon, fn_remora_mega_says, fn_changed_via_this_shaft, fn_get_objects_x, fn_get_objects_y, fn_get_objects_z, fn_set_cad_lock_status, fn_are_we_on_screen, fn_reset_icon_list, fn_get_speech_status, fn_interact_choose, fn_is_mega_within_area, fn_get_cad_state_flag, fn_end_mission, fn_remora_set_max_zoom, fn_remora_set_min_zoom, fn_route_to_near_mega, fn_stop_chi_following, fn_set_pose, fn_is_crouching, fn_is_armed, fn_push_player_status, fn_pop_player_status, fn_post_third_party_speech, fn_fast_face_object, fn_remora_paragraph_text, fn_remora_main_heading, fn_remora_sub_heading, fn_remora_option_text, fn_remora_warning_text, fn_object_rerun_logic_context, fn_interact_near_mega, fn_am_i_player, fn_set_shoot_overide, fn_set_strike_overide, fn_start_player_interaction, fn_start_conveyor, fn_stop_conveyor, fn_interact_with_id, fn_face_nicos_pan, fn_unregister_for_auto_interaction, fn_register_chi, fn_add_y, fn_play_sfx_xyz, fn_register_stairway, fn_reverse_custom_anim, fn_trace, fn_set_player_has_weapon, fn_sound_new_entry, fn_sound_remove_entry, fn_sound_simulate, fn_PLEASE_REUSE_THIS_SLOT_2, fn_PLEASE_REUSE_THIS_SLOT_3, fn_set_object_type, fn_register_ladder, fn_play_movie, fn_is_an_object_crouching, fn_align_with_floor, fn_play_sfx_offset, fn_play_sfx_time, fn_add_medipacks, fn_use_medipacks, fn_add_ammo_clips, fn_use_ammo_clips, fn_load_players_gun, fn_flash_health, fn_set_player_pose, fn_kill_conversations, fn_is_player_running, fn_is_player_walking, fn_set_anim_speed, fn_push_coords, fn_pop_coords, fn_fast_face_coord, fn_sound_fast_face, fn_remora_add_floor_range, fn_remora_reset_floor_ranges, fn_send_chi_to_named_object, fx_brighten_to, fx_brighten_from, fx_narrow_screen, fn_sound_route_to_near, fn_sound_suspend, fn_sound_unsuspend, fn_wandering_custom_prop_interact, fn_wandering_generic_prop_interact, fn_set_texture, fn_set_palette, fn_restart_gamescript, fn_quick_restart, fx_generic_fade, fx_darken_to, fx_darken_from, fx_fade_to, fx_fade_from, fx_blend, fn_speech_colour, fn_is_current_camera, fn_is_mega_near_mega, fn_easy_play_custom_anim_with_pan, fn_make_remora_beep, fn_shadows_on, fn_shadows_off, fn_set_neck_bone, fn_set_neck_vector, speak_set_neck_vector, fn_simple_look, speak_simple_look, fn_panless_teleport_to_nico, fn_can_mega_see_dead_megas, fn_breath, fn_set_dynamic_light, speak_set_dynamic_light, fn_sharp_route_to_near_mega, fn_spectre_route_to_mega, fn_set_shade_percentage, fn_can_hear_players_feet, fn_set_screen_offset, fn_shake_screen, fn_is_player_striking, fn_do_not_disturb, fn_has_mega_our_height, fn_chi_heard_gunshot, fn_prime_custom_anim, fn_preload_basics, fn_activate_timer, fn_stop_timer, fn_play_sfx_special, fn_set_default_footstep_sfx, fn_set_floor_footstep_sfx, fn_set_footstep_weight, fn_set_special_footstep, speak_reverse_custom_anim, speak_preload_custom_anim, fn_register_platform_coords, fn_remora_progress_bar, fn_play_sfx_offset_time, fn_activate_stair_or_ladder, fn_deactivate_stair_or_ladder, fn_set_half_character_width, fn_set_interact_look_height, fn_swordfight, fn_set_visible, fn_set_object_visible, fn_calibrate_chi, fn_set_to_dead, fn_sound_link_floors, fn_set_voice_over_colour, fn_default_voice_over_colour, fn_remora_blank_line, fn_set_camera_hold, fn_set_mega_wait_for_player, fn_set_mega_off_camera_hold, fn_set_mega_slice_hold, fn_set_mesh, fn_sync_with_mega, fn_laser_route, fn_prop_crouch_interact, fn_preload_sting, fn_play_sting, fn_stop_sting, fn_set_sleep, speak_allocate_music, speak_preload_music, speak_play_music, speak_stop_music, speak_end_music, fn_set_sfx, fn_wait_for_button, fn_set_as_player, fn_lock_y, fn_unlock_y, fn_is_current_location, fn_flip_pan, fn_snap_to_ladder_top, fn_snap_to_ladder_bottom, fn_set_feet_to_pan, fn_room_route, fn_hard_load_generic_anim, fn_hard_load_custom_anim, fn_activate_sparkle, fn_deactivate_sparkle, fn_missing_routine, fn_missing_routine, fn_missing_routine, fn_missing_routine, fn_missing_routine, }; } // End of namespace ICB