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https://github.com/FireEmblemUniverse/fireemblem8u.git
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83 lines
3.2 KiB
C
83 lines
3.2 KiB
C
#ifndef GUARD_BMTARGET_H
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#define GUARD_BMTARGET_H
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// ??? ForEachUnitInMovement(???);
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// ??? ForEachUnitInRange(???);
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// ??? ForEachPosInRange(???);
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// ??? ForEachAdjacentUnit(???);
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// ??? ForEachAdjacentPosition(???);
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// ??? sub_8024FD8(???);
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// ??? ForEachPosIn12Range(???);
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// ??? ForEachUnitInMagBy2Range(???);
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// ??? TryAddTrapsToTargetList(???);
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// ??? AddUnitToTargetListIfNotAllied(???);
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void MakeTargetListForWeapon(struct Unit* unit, int item);
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// ??? TryAddUnitToTradeTargetList(???);
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void MakeTradeTargetList(struct Unit* unit);
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// ??? TryAddUnitToRescueTargetList(???);
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void MakeRescueTargetList(struct Unit* unit);
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// ??? TryAddToDropTargetList(???);
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void MakeDropTargetList(struct Unit* unit);
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// ??? TryAddRescuedUnitToTakeTargetList(???);
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void MakeTakeTargetList(struct Unit* unit);
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// ??? TryAddUnitToGiveTargetList(???);
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void MakeGiveTargetList(struct Unit* unit);
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// ??? TryAddUnitToTalkTargetList(???);
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void MakeTalkTargetList(struct Unit* unit);
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void MakeTargetListForSupport(struct Unit* unit);
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// ??? AddUnitToTargetListIfAllied(???);
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void FillBallistaRangeMaybe(struct Unit* unit);
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// ??? TryAddClosedDoorToTargetList(???);
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// ??? TryAddBridgeToTargetList(???);
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void MakeTargetListForDoorAndBridges(struct Unit* unit, int terrainId);
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// ??? sub_8025864(???);
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void MakeTargetListForPick(struct Unit* unit);
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void MakeTerrainHealTargetList(int faction);
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void MakePoisonDamageTargetList(int faction);
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void MakeGorgonEggHatchTargetList(int faction);
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// ??? TryAddUnitToRefreshTargetList(???);
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void MakeTargetListForRefresh(struct Unit* unit);
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// ??? AddAsTarget_IfCanStealFrom(???);
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void MakeTargetListForSteal(struct Unit* unit);
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// ??? AddAsTarget_IfPositionCleanForSummon(???);
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void MakeTargetListForSummon(struct Unit* unit);
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// ??? sub_8025CD8(???);
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// ??? sub_8025D48(???);
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// ??? sub_8025D80(???);
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// ??? sub_8025DB8(???);
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// ??? sub_8025DF0(???);
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// ??? TryAddUnitToHealTargetList(???);
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void MakeTargetListForAdjacentHeal(struct Unit* unit);
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void MakeTargetListForRangedHeal(struct Unit* unit);
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// ??? AddToTargetListIfNotAllied(???);
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void MakeTargetListForFuckingNightmare(struct Unit* unit);
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// ??? TryAddUnitToRestoreTargetList(???);
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void MakeTargetListForRestore(struct Unit* unit);
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// ??? TryAddUnitToBarrierTargetList(???);
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void MakeTargetListForBarrier(struct Unit* unit);
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// ??? TryAddUnitToRescueStaffTargetList(???);
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void MakeTargetListForRescueStaff(struct Unit* unit);
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// ??? TryAddUnitToSilenceTargetList(???);
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// ??? TryAddUnitToSleepTargetList(???);
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// ??? TryAddUnitToBerserkTargetList(???);
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void MakeTargetListForSilence(struct Unit* unit);
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void MakeTargetListForSleep(struct Unit* unit);
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void MakeTargetListForBerserk(struct Unit* unit);
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// ??? TryAddUnitToWarpTargetList(???);
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void MakeTargetListForWarp(struct Unit* unit);
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void MakeTargetListForUnlock(struct Unit* unit);
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// ??? TryAddUnitToHammerneTargetList(???);
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void MakeTargetListForHammerne(struct Unit* unit);
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void MakeTargetListForLatona(struct Unit* unit);
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void sub_8026414(int unk);
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// ??? TryAddToMineTargetList(???);
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void MakeTargetListForMine(struct Unit* unit);
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// ??? TryAddToLightRuneTargetList(???);
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void MakeTargetListForLightRune(struct Unit* unit);
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// ??? TryAddUnitToDanceRingTargetList(???);
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void MakeTargetListForDanceRing(struct Unit* unit);
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extern struct Unit* gSubjectUnit;
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#endif // GUARD_BMTARGET_H
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