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void | Preload (int animationId) |
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void | Actor_Put_In_Set (int actorId, int set) |
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void | Actor_Set_At_XYZ (int actorId, float x, float y, float z, int direction) |
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void | Actor_Set_At_Waypoint (int actorId, int waypointId, int angle) |
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bool | Region_Check (int left, int top, int right, int down) |
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bool | Object_Query_Click (const char *objectName1, const char *objectName2) |
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void | Object_Do_Ground_Click () |
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bool | Object_Mark_For_Hot_Mouse (const char *objectName) |
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void | Actor_Face_Actor (int actorId, int otherActorId, bool animate) |
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void | Actor_Face_Object (int actorId, const char *objectName, bool animate) |
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void | Actor_Face_Item (int actorId, int itemId, bool animate) |
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void | Actor_Face_Waypoint (int actorId, int waypointId, bool animate) |
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void | Actor_Face_XYZ (int actorId, float x, float y, float z, bool animate) |
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void | Actor_Face_Current_Camera (int actorId, bool animate) |
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void | Actor_Face_Heading (int actorId, int heading, bool animate) |
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int | Actor_Query_Friendliness_To_Other (int actorId, int otherActorId) |
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void | Actor_Modify_Friendliness_To_Other (int actorId, int otherActorId, signed int change) |
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void | Actor_Set_Friendliness_To_Other (int actorId, int otherActorId, int friendliness) |
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void | Actor_Set_Honesty (int actorId, int honesty) |
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void | Actor_Set_Intelligence (int actorId, int intelligence) |
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void | Actor_Set_Stability (int actorId, int stability) |
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void | Actor_Set_Combat_Aggressiveness (int actorId, int combatAggressiveness) |
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int | Actor_Query_Current_HP (int actorId) |
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int | Actor_Query_Max_HP (int actorId) |
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int | Actor_Query_Combat_Aggressiveness (int actorId) |
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int | Actor_Query_Honesty (int actorId) |
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int | Actor_Query_Intelligence (int actorId) |
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int | Actor_Query_Stability (int actorId) |
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void | Actor_Modify_Current_HP (int actorId, signed int change) |
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void | Actor_Modify_Max_HP (int actorId, signed int change) |
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void | Actor_Modify_Combat_Aggressiveness (int actorId, signed int change) |
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void | Actor_Modify_Honesty (int actorId, signed int change) |
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void | Actor_Modify_Intelligence (int actorId, signed int change) |
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void | Actor_Modify_Stability (int actorId, signed int change) |
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void | Actor_Set_Flag_Damage_Anim_If_Moving (int actorId, bool value) |
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bool | Actor_Query_Flag_Damage_Anim_If_Moving (int actorId) |
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void | Actor_Combat_AI_Hit_Attempt (int actorId) |
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void | Non_Player_Actor_Combat_Mode_On (int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int attackRatio, int damage, int range, bool unstoppable) |
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void | Non_Player_Actor_Combat_Mode_Off (int actorId) |
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void | Actor_Set_Health (int actorId, int hp, int maxHp) |
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void | Actor_Set_Targetable (int actorId, bool targetable) |
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void | Actor_Says (int actorId, int sentenceId, int animationMode) |
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void | Actor_Says_With_Pause (int actorId, int sentenceId, float pause, int animationMode) |
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void | Actor_Voice_Over (int sentenceId, int actorId) |
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void | Actor_Start_Speech_Sample (int actorId, int sentenceId) |
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void | Actor_Start_Voice_Over_Sample (int sentenceId) |
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int | Actor_Query_Which_Set_In (int actorId) |
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bool | Actor_Query_Is_In_Current_Set (int actorId) |
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bool | Actor_Query_In_Set (int actorId, int setId) |
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int | Actor_Query_Inch_Distance_From_Actor (int actorId, int otherActorId) |
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int | Actor_Query_Inch_Distance_From_Waypoint (int actorId, int waypointId) |
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bool | Actor_Query_In_Between_Two_Actors (int actorId, int otherActor1Id, int otherActor2Id) |
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void | Actor_Set_Goal_Number (int actorId, int goalNumber) |
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int | Actor_Query_Goal_Number (int actorId) |
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void | Actor_Query_XYZ (int actorId, float *x, float *y, float *z) |
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int | Actor_Query_Facing_1024 (int actorId) |
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void | Actor_Set_Frame_Rate_FPS (int actorId, int fps) |
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int | Slice_Animation_Query_Number_Of_Frames (int animationId) |
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void | Actor_Change_Animation_Mode (int actorId, int animationMode) |
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int | Actor_Query_Animation_Mode (int actorId) |
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bool | Loop_Actor_Walk_To_Actor (int actorId, int otherActorId, int proximity, bool interruptible, bool run) |
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bool | Loop_Actor_Walk_To_Item (int actorId, int itemId, int proximity, bool interruptible, bool run) |
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bool | Loop_Actor_Walk_To_Scene_Object (int actorId, const char *objectName, int proximity, bool interruptible, bool run) |
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bool | Loop_Actor_Walk_To_Waypoint (int actorId, int waypointId, int proximity, bool interruptible, bool run) |
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bool | Loop_Actor_Walk_To_XYZ (int actorId, float x, float y, float z, int proximity, bool interruptible, bool run, bool force) |
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void | Async_Actor_Walk_To_Waypoint (int actorId, int waypointId, int proximity, bool run) |
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void | Async_Actor_Walk_To_XYZ (int actorId, float x, float y, float z, int proximity, bool run) |
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void | Actor_Force_Stop_Walking (int actorId) |
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void | Loop_Actor_Travel_Stairs (int actorId, int stepCount, bool up, int animationModeEnd) |
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void | Loop_Actor_Travel_Ladder (int actorId, int stepCount, bool up, int animationModeEnd) |
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void | Actor_Clue_Add_To_Database (int actorId, int clueId, int weight, bool clueAcquired, bool unknownFlag, int fromActorId) |
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void | Actor_Clue_Acquire (int actorId, int clueId, bool unknownFlag, int fromActorId) |
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void | Actor_Clue_Lose (int actorId, int clueId) |
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bool | Actor_Clue_Query (int actorId, int clueId) |
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bool | Actor_Clues_Transfer_New_To_Mainframe (int actorId) |
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bool | Actor_Clues_Transfer_New_From_Mainframe (int actorId) |
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void | Actor_Set_Invisible (int actorId, bool isInvisible) |
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void | Actor_Set_Immunity_To_Obstacles (int actorId, bool isImmune) |
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void | Item_Add_To_World (int itemId, int animationId, int setId, float x, float y, float z, signed int facing, int height, int width, bool isTargetable, bool isObstacle, bool isPoliceMazeEnemy, bool updateOnly) |
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void | Item_Remove_From_Current_Scene (int itemId) |
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void | Item_Remove_From_World (int itemId) |
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void | Item_Spin_In_World (int itemId) |
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void | Item_Flag_As_Target (int itemId) |
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void | Item_Flag_As_Non_Target (int itemId) |
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void | Item_Pickup_Spin_Effect (int animationId, int x, int y) |
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void | Item_Pickup_Spin_Effect_From_Actor (int animationId, int actorId, int xOffset=0, int yOffset=0) |
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bool | Item_Query_Visible (int itemId) |
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void | Set_Subtitle_Text_On_Screen (int subtitlesRole, Common::String displayText) |
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void | Screen_Effect_Skip (int effectInc, bool forceExtraSceneFrameSkip) |
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void | Screen_Effect_Restore (int effectInc, bool forceExtraSceneFrameSkip) |
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void | Screen_Effect_Restore_All (bool forceExtraSceneFrameSkip) |
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int | Animation_Open () |
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int | Animation_Close () |
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int | Animation_Start () |
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int | Animation_Stop () |
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int | Animation_Skip_To_Frame () |
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void | Delay (uint32 miliseconds) |
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bool | Player_Has_Control () |
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void | Player_Loses_Control () |
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void | Player_Gains_Control () |
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void | Player_Set_Combat_Mode (bool activate) |
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bool | Player_Query_Combat_Mode () |
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void | Player_Set_Combat_Mode_Access (bool enable) |
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int | Player_Query_Current_Set () |
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int | Player_Query_Current_Scene () |
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int | Player_Query_Agenda () |
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void | Player_Set_Agenda (int agenda) |
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int | Query_Difficulty_Level () |
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void | Game_Flag_Set (int flag) |
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void | Game_Flag_Reset (int flag) |
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bool | Game_Flag_Query (int flag) |
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void | Set_Enter (int setId, int sceneId) |
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void | Chapter_Enter (int chapter, int setId, int sceneId) |
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int | Global_Variable_Set (int, int) |
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int | Global_Variable_Reset (int) |
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int | Global_Variable_Query (int) |
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int | Global_Variable_Increment (int, int) |
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int | Global_Variable_Decrement (int, int) |
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int | Random_Query (int min, int max) |
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void | Sound_Play (int id, int volume, int panStart, int panEnd, int priority) |
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void | Sound_Play_Speech_Line (int actorId, int sentenceId, int volume, int a4, int priority) |
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void | Sound_Left_Footstep_Walk (int actorId) |
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void | Sound_Right_Footstep_Walk (int actorId) |
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void | Sound_Left_Footstep_Run (int actorId) |
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void | Sound_Right_Footstep_Run (int actorId) |
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void | Footstep_Sounds_Set (int index, int value) |
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void | Footstep_Sound_Override_On (int footstepSoundOverride) |
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void | Footstep_Sound_Override_Off () |
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bool | Music_Play (int musicId, int volume, int pan, int32 timeFadeInSeconds, int32 timePlaySeconds, int loop, int32 timeFadeOutSeconds) |
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void | Music_Adjust (int volume, int pan, uint32 delaySeconds) |
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void | Music_Stop (uint32 delaySeconds) |
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bool | Music_Is_Playing () |
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void | Overlay_Play (const char *overlay, int loopId, bool loopForever, bool startNow, int a5) |
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void | Overlay_Remove (const char *overlay) |
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void | Scene_Loop_Set_Default (int loopId) |
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void | Scene_Loop_Start_Special (int sceneLoopMode, int loopId, bool immediately) |
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void | Outtake_Play (int id, int noLocalization=false, int container=-1) |
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void | Ambient_Sounds_Add_Sound (int sfxId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk) |
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void | Ambient_Sounds_Remove_Sound (int sfxId, bool stopPlaying) |
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void | Ambient_Sounds_Add_Speech_Sound (int actorId, int sentenceId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk) |
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void | Ambient_Sounds_Play_Sound (int sfxId, int volume, int panStart, int panEnd, int priority) |
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void | Ambient_Sounds_Play_Speech_Sound (int actorId, int sfxId, int volume, int panStart, int panEnd, int priority) |
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void | Ambient_Sounds_Remove_All_Non_Looping_Sounds (bool stopPlaying) |
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void | Ambient_Sounds_Add_Looping_Sound (int sfxId, int volume, int pan, uint32 delaySeconds) |
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void | Ambient_Sounds_Adjust_Looping_Sound (int sfxId, int volume, int pan, uint32 delaySeconds) |
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void | Ambient_Sounds_Remove_Looping_Sound (int sfxId, uint32 delaySeconds) |
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void | Ambient_Sounds_Remove_All_Looping_Sounds (uint32 delaySeconds) |
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void | Setup_Scene_Information (float actorX, float actorY, float actorZ, int actorFacing) |
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bool | Dialogue_Menu_Appear (int x, int y) |
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bool | Dialogue_Menu_Disappear () |
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bool | Dialogue_Menu_Clear_List () |
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bool | Dialogue_Menu_Add_To_List (int answer) |
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bool | Dialogue_Menu_Add_DONE_To_List (int answer) |
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bool | Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected (int answer) |
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bool | DM_Add_To_List (int answer, int priorityPolite, int priorityNormal, int prioritySurly) |
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bool | DM_Add_To_List_Never_Repeat_Once_Selected (int answer, int priorityPolite, int priorityNormal, int prioritySurly) |
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bool | Dialogue_Menu_Clear_Never_Repeat_Was_Selected_Flag (int answer) |
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bool | Dialogue_Menu_Remove_From_List (int answer) |
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int | Dialogue_Menu_Query_Input () |
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int | Dialogue_Menu_Query_List_Size () |
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void | Scene_Exit_Add_2D_Exit (int index, int left, int top, int right, int down, int type) |
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void | Scene_Exit_Remove (int index) |
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void | Scene_Exits_Disable () |
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void | Scene_Exits_Enable () |
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void | Scene_2D_Region_Add (int index, int left, int top, int right, int down) |
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void | Scene_2D_Region_Remove (int index) |
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void | World_Waypoint_Set (int waypointId, int setId, float x, float y, float z) |
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float | World_Waypoint_Query_X (int waypointId) |
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float | World_Waypoint_Query_Y (int waypointId) |
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float | World_Waypoint_Query_Z (int waypointId) |
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void | Combat_Cover_Waypoint_Set_Data (int coverWaypointId, int a2, int setId, int a4, float x, float y, float z) |
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void | Combat_Flee_Waypoint_Set_Data (int fleeWaypointId, int a2, int setId, int a4, float x, float y, float z, int a8) |
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void | Police_Maze_Target_Track_Add (int itemId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, const int *instructions, bool isActive) |
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int | Police_Maze_Query_Score () |
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void | Police_Maze_Zero_Score () |
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void | Police_Maze_Increment_Score (int delta) |
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void | Police_Maze_Decrement_Score (int delta) |
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void | Police_Maze_Set_Score (int value) |
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void | Police_Maze_Set_Pause_State (bool state) |
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void | CDB_Set_Crime (int clueId, int crimeId) |
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void | CDB_Set_Clue_Asset_Type (int clueId, int assetType) |
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void | SDB_Set_Actor (int suspectId, int actorId) |
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bool | SDB_Add_Photo_Clue (int suspectId, int clueId, int shapeId) |
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void | SDB_Set_Name (int suspectId) |
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void | SDB_Set_Sex (int suspectId, int sex) |
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bool | SDB_Add_Identity_Clue (int suspectId, int clueId) |
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bool | SDB_Add_MO_Clue (int suspectId, int clueId) |
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bool | SDB_Add_Whereabouts_Clue (int suspectId, int clueId) |
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bool | SDB_Add_Replicant_Clue (int suspectId, int clueId) |
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bool | SDB_Add_Non_Replicant_Clue (int suspectId, int clueId) |
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bool | SDB_Add_Other_Clue (int suspectId, int clueId) |
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void | Spinner_Set_Selectable_Destination_Flag (int destination, bool selectable) |
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int | Spinner_Interface_Choose_Dest (int loopId, bool immediately) |
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void | ESPER_Flag_To_Activate () |
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void | Voight_Kampff_Activate (int actorId, int calibrationRatio) |
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int | Elevator_Activate (int elevatorId) |
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void | View_Score_Board () |
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int | Query_Score (int a0) |
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void | Set_Score (int a0, int a1) |
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void | Give_McCoy_Ammo (int ammoType, int ammo) |
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void | Assign_Player_Gun_Hit_Sounds (int ammoType, int soundId1, int soundId2, int soundId3) |
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void | Assign_Player_Gun_Miss_Sounds (int ammoType, int soundId1, int soundId2, int soundId3) |
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void | Disable_Shadows (int animationsIdsList[], int listSize) |
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bool | Query_System_Currently_Loading_Game () |
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void | Actor_Retired_Here (int actorId, int width, int height, bool retired, int retiredByActorId) |
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void | Clickable_Object (const char *objectName) |
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void | Unclickable_Object (const char *objectName) |
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void | Obstacle_Object (const char *objectName, bool updateWalkpath) |
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void | Unobstacle_Object (const char *objectName, bool updateWalkpath) |
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void | Obstacle_Flag_All_Objects (bool isObstacle) |
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void | Combat_Target_Object (const char *objectName) |
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void | Un_Combat_Target_Object (const char *objectName) |
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void | Set_Fade_Color (float r, float g, float b) |
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void | Set_Fade_Density (float density) |
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void | Set_Fog_Color (const char *fogName, float r, float g, float b) |
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void | Set_Fog_Density (const char *fogName, float density) |
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void | ADQ_Flush () |
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void | ADQ_Add (int actorId, int sentenceId, int animationMode) |
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void | ADQ_Add_Pause (int32 delayMillis) |
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void | ADQ_Wait_For_All_Queued_Dialogue () |
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bool | Game_Over () |
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void | Autosave_Game (int textId) |
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void | I_Sez (const char *str) |
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void | Add_Subtitle_To_Queue (Common::String dbgQuote, uint32 duration) |
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void | Clear_Subtitle_Queue () |
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void | AI_Countdown_Timer_Start (int actorId, signed int timer, int32 seconds) |
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void | AI_Countdown_Timer_Reset (int actorId, int timer) |
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void | AI_Movement_Track_Unpause (int actorId) |
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void | AI_Movement_Track_Pause (int actorId) |
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void | AI_Movement_Track_Repeat (int actorId) |
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void | AI_Movement_Track_Append_Run_With_Facing (int actorId, int waypointId, int32 delay, int angle) |
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void | AI_Movement_Track_Append_With_Facing (int actorId, int waypointId, int32 delay, int angle) |
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void | AI_Movement_Track_Append_Run (int actorId, int waypointId, int32 delay) |
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void | AI_Movement_Track_Append (int actorId, int waypointId, int32 delay) |
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void | AI_Movement_Track_Flush (int actorId) |
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void | ESPER_Add_Photo (const char *name, int photoId, int shapeId) |
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void | ESPER_Define_Special_Region (int regionId, int innerLeft, int innerTop, int innerRight, int innerBottom, int outerLeft, int outerTop, int outerRight, int outerBottom, int selectionLeft, int selectionTop, int selectionRight, int selectionBottom, const char *name) |
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void | KIA_Play_Actor_Dialogue (int actorId, int sentenceId) |
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void | KIA_Play_Slice_Model (int sliceModelId) |
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void | KIA_Play_Photograph (int photographId) |
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void | VK_Play_Speech_Line (int actorId, int sentenceId, float pauseDuration) |
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void | VK_Add_Question (int intensity, int sentenceId, int relatedSentenceId) |
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void | VK_Subject_Reacts (int intensity, int humanResponse, int replicantResponse, int anxiety) |
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void | VK_Eye_Animates (int loopId) |
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BladeRunnerEngine * | _vm |
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