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e90b45b226
This helps align tinsel with our code and type formatting guidelines
53 lines
1.7 KiB
C++
53 lines
1.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TINSEL_MAREELS_H // prevent multiple includes
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#define TINSEL_MAREELS_H
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#include "tinsel/dw.h" // for SCNHANDLE
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#include "tinsel/movers.h"
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namespace Tinsel {
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void SetWalkReels(MOVER *pMover, int scale,
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SCNHANDLE al, SCNHANDLE ar, SCNHANDLE af, SCNHANDLE aa);
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void SetStandReels(MOVER *pMover, int scale,
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SCNHANDLE al, SCNHANDLE ar, SCNHANDLE af, SCNHANDLE aa);
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void SetTalkReels(MOVER *pMover, int scale,
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SCNHANDLE al, SCNHANDLE ar, SCNHANDLE af, SCNHANDLE aa);
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SCNHANDLE GetMoverTalkReel(MOVER *pActor, TFTYPE dirn);
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void SetScalingReels(int actor, int scale, int direction,
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SCNHANDLE left, SCNHANDLE right, SCNHANDLE forward, SCNHANDLE away);
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SCNHANDLE ScalingReel(int ano, int scale1, int scale2, DIRECTION reel);
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void RebootScalingReels();
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void TouchMoverReels();
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} // End of namespace Tinsel
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#endif
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