Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
GameHeaders/MissileSprite.h
#pragma once |
Boolean HaltMissileFrameTask(spritePtr spr); |
Boolean MissileMoveFilter(spritePtr spr); |
void LoadMissileSprites(gamePtr game); |
spritePtr GetMissileSprite(Boolean network); |
void FireMissileVelocity(fixPt *vel, Fixed h, Fixed v, Boolean network, short missileNum); |
void FireMissile( short dir, Fixed h, Fixed v, Boolean network, short missileNum); |
void NetworkFireMissile(gamePtr game, short dir, Fixed h, Fixed v, short missileNum); |
void NetworkMoveMissile(short missileIndex); |
/*---------- Apple Event Handlers ----------*/ |
pascal OSErr AEFireMissile (AppleEvent *theAE, AppleEvent *reply, long rfCon); |
pascal OSErr AEMoveRemoteMissile (AppleEvent *theAE, AppleEvent *reply, long rfCon); |
enum { |
kNumMSets = 3, |
kMaxMissiles = 5, |
kMissileID = 128, |
kMissileAnimFrames = 10, |
kMissileBaseID = 1100, |
kMissileSetOffset = 100, |
kMissileLife = 20 |
}; |
extern frameSetPtr MissileFrameSetList; |
extern spritePtr MissileSpriteList[kMaxMissiles]; |
extern spritePtr RemoteMissileSpriteList[kMaxMissiles]; |
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