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iuse.h
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#ifndef _IUSE_H_
#define _IUSE_H_
class game;
class item;
class player;
class iuse
{
public:
void none (game *g, player *p, item *it, bool t) { };
// FOOD AND DRUGS (ADMINISTRATION)
void sewage (game *g, player *p, item *it, bool t);
void royal_jelly (game *g, player *p, item *it, bool t);
void bandage (game *g, player *p, item *it, bool t);
void firstaid (game *g, player *p, item *it, bool t);
void caff (game *g, player *p, item *it, bool t);
void alcohol (game *g, player *p, item *it, bool t);
void pkill_1 (game *g, player *p, item *it, bool t);
void pkill_2 (game *g, player *p, item *it, bool t);
void pkill_3 (game *g, player *p, item *it, bool t);
void pkill_4 (game *g, player *p, item *it, bool t);
void pkill_l (game *g, player *p, item *it, bool t);
void xanax (game *g, player *p, item *it, bool t);
void cig (game *g, player *p, item *it, bool t);
void weed (game *g, player *p, item *it, bool t);
void coke (game *g, player *p, item *it, bool t);
void meth (game *g, player *p, item *it, bool t);
void poison (game *g, player *p, item *it, bool t);
void hallu (game *g, player *p, item *it, bool t);
void thorazine (game *g, player *p, item *it, bool t);
void prozac (game *g, player *p, item *it, bool t);
void sleep (game *g, player *p, item *it, bool t);
void iodine (game *g, player *p, item *it, bool t);
void flumed (game *g, player *p, item *it, bool t);
void flusleep (game *g, player *p, item *it, bool t);
void inhaler (game *g, player *p, item *it, bool t);
void blech (game *g, player *p, item *it, bool t);
void mutagen (game *g, player *p, item *it, bool t);
void purifier (game *g, player *p, item *it, bool t);
void marloss (game *g, player *p, item *it, bool t);
void dogfood (game *g, player *p, item *it, bool t);
// TOOLS
void lighter (game *g, player *p, item *it, bool t);
void sew (game *g, player *p, item *it, bool t);
void scissors (game *g, player *p, item *it, bool t);
void extinguisher (game *g, player *p, item *it, bool t);
void hammer (game *g, player *p, item *it, bool t);
void light_off (game *g, player *p, item *it, bool t);
void light_on (game *g, player *p, item *it, bool t);
void water_purifier (game *g, player *p, item *it, bool t);
void two_way_radio (game *g, player *p, item *it, bool t);
void radio_off (game *g, player *p, item *it, bool t);
void radio_on (game *g, player *p, item *it, bool t);
void crowbar (game *g, player *p, item *it, bool t);
void makemound (game *g, player *p, item *it, bool t);
void dig (game *g, player *p, item *it, bool t);
void chainsaw_off (game *g, player *p, item *it, bool t);
void chainsaw_on (game *g, player *p, item *it, bool t);
void jackhammer (game *g, player *p, item *it, bool t);
void set_trap (game *g, player *p, item *it, bool t);
void geiger (game *g, player *p, item *it, bool t);
void teleport (game *g, player *p, item *it, bool t);
void can_goo (game *g, player *p, item *it, bool t);
void pipebomb (game *g, player *p, item *it, bool t);
void pipebomb_act (game *g, player *p, item *it, bool t);
void grenade (game *g, player *p, item *it, bool t);
void grenade_act (game *g, player *p, item *it, bool t);
void flashbang (game *g, player *p, item *it, bool t);
void flashbang_act (game *g, player *p, item *it, bool t);
void c4 (game *g, player *p, item *it, bool t);
void c4armed (game *g, player *p, item *it, bool t);
void EMPbomb (game *g, player *p, item *it, bool t);
void EMPbomb_act (game *g, player *p, item *it, bool t);
void gasbomb (game *g, player *p, item *it, bool t);
void gasbomb_act (game *g, player *p, item *it, bool t);
void smokebomb (game *g, player *p, item *it, bool t);
void smokebomb_act (game *g, player *p, item *it, bool t);
void molotov (game *g, player *p, item *it, bool t);
void molotov_lit (game *g, player *p, item *it, bool t);
void dynamite (game *g, player *p, item *it, bool t);
void dynamite_act (game *g, player *p, item *it, bool t);
void mininuke (game *g, player *p, item *it, bool t);
void mininuke_act (game *g, player *p, item *it, bool t);
void pheromone (game *g, player *p, item *it, bool t);
void portal (game *g, player *p, item *it, bool t);
void manhack (game *g, player *p, item *it, bool t);
void turret (game *g, player *p, item *it, bool t);
void UPS_off (game *g, player *p, item *it, bool t);
void UPS_on (game *g, player *p, item *it, bool t);
void tazer (game *g, player *p, item *it, bool t);
void mp3 (game *g, player *p, item *it, bool t);
void mp3_on (game *g, player *p, item *it, bool t);
void vortex (game *g, player *p, item *it, bool t);
// MACGUFFINS
void mcg_note (game *g, player *p, item *it, bool t);
// ARTIFACTS
// This function is used when an artifact is activated
// It examines the item's artifact-specific properties
// See artifact.h for a list
void artifact (game *g, player *p, item *it, bool t);
void heal (game *g, player *p, item *it, bool t);
void twist_space (game *g, player *p, item *it, bool t);
void mass_vampire (game *g, player *p, item *it, bool t);
void growth (game *g, player *p, item *it, bool t);
void water (game *g, player *p, item *it, bool t);
void lava (game *g, player *p, item *it, bool t);
};
#endif