2 @Copyright Looking Glass Studios, Inc.
3 1996,1997,1998,1999,2000 Unpublished Work.
12 ObjID obj
; // Creature's ID.
13 ObjID weaponObj
; // Creature's weapon ID.
14 int nWeapon
; // Current Creature's weapon.
17 void CreatureWeaponInit(void);
18 void CreatureWeaponTerm(void);
20 EXTERN
int (*CreatureWeaponObjSwizzle
) (ObjID weapon
, int mode
);
21 EXTERN
BOOL (*CreatureWeaponObjCreate
) (ObjID id
, int mode
);
22 EXTERN
void (*CreatureWeaponObjDestroy
) (ObjID id
);
23 EXTERN
void (*CreatureWeaponObjDrop
) (ObjID id
);
25 // WeaponModes - used for picking appropriate weapon for mode.
28 kWeaponModeInvalid
= -1,
29 kWeaponModeBlock
= (1<<0),
30 kWeaponModeMelee
= (1<<1),
31 kWeaponModeRanged
= (1<<2),
32 kWeaponModeIdle
= (1<<3),
37 // ClearWeaponOffsetCache: Make sure we don't have anything dangling about.
38 EXTERN
void ClearWeaponOffsetCache(void);