ghost2_other.zh#
Functions#
int |
FindSpawnPoint(bool landOK, bool wallsOK, bool waterOK, bool pitsOK) |
int |
FindSpawnPoint(int type, int flag) |
SpawnNPC(int id) |
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int |
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int |
FindUnusedFFC(int startingFrom) |
void |
Ghost_SpawnAnimationPuff(ffc this, npc ghost) |
void |
Ghost_SpawnAnimationFlicker(ffc this, npc ghost) |
bool |
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bool |
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void |
Ghost_DeathAnimation(ffc this, npc ghost, int type) |
void |
Ghost_MarkAsInUse(npc ghost) |
bool |
Ghost_IsInUse(npc ghost) |
int |
Ghost_GetAttribute(npc ghost, int index, int defaultVal, int min, int max) |
int |
Ghost_GetAttribute(npc ghost, int index, int defaultVal) |
void |
Ghost_AddCombo(int combo, int x, int y, int width, int height) |
void |
Ghost_AddCombo(int combo, int x, int y) |
void |
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bool |
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void |
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void |
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void |
__Ghost_Explode(ffc this, npc ghost, bool flash) |
void |
__Ghost_ShrinkAway(ffc this, npc ghost) |
void |
__DeathAnimStart(ffc this, npc ghost) |
void |
__DeathAnimEnd(ffc this, npc ghost) |
void |
__DeathAnimSFX(int id, int x) |
bool |
__Ghost_IsFlickering(npc ghost) |
void |
__GhCleanUp(ffc this) |
void |
SetEnemyProperty(npc enemy, int property, int newValue) |
int |
GetEnemyProperty(npc enemy, int property) |
Function descriptions#
int FindSpawnPoint(bool landOK, bool wallsOK, bool waterOK, bool pitsOK) π Source
int FindSpawnPoint(int type, int flag) π Source
npc SpawnNPC(int id) π Source
int FindUnusedFFC() π Source
int FindUnusedFFC(int startingFrom) π Source
void Ghost_SpawnAnimationPuff(ffc this, npc ghost) π Source
void Ghost_SpawnAnimationFlicker(ffc this, npc ghost) π Source
bool Ghost_GotHit() π Source
bool Ghost_WasFrozen() π Source
void Ghost_DeathAnimation(ffc this, npc ghost, int type) π Source
void Ghost_MarkAsInUse(npc ghost) π Source
bool Ghost_IsInUse(npc ghost) π Source
int Ghost_GetAttribute(npc ghost, int index, int defaultVal, int min, int max) π Source
int Ghost_GetAttribute(npc ghost, int index, int defaultVal) π Source
void Ghost_AddCombo(int combo, int x, int y, int width, int height) π Source
void Ghost_AddCombo(int combo, int x, int y) π Source
void Ghost_ClearCombos() π Source
bool ClockIsActive() π Source
void SuspendGhostZHScripts() π Source
void ResumeGhostZHScripts() π Source
void __Ghost_Explode(ffc this, npc ghost, bool flash) π Source
void __Ghost_ShrinkAway(ffc this, npc ghost) π Source
void __DeathAnimStart(ffc this, npc ghost) π Source
void __DeathAnimEnd(ffc this, npc ghost) π Source
void __DeathAnimSFX(int id, int x) π Source
The enemy has to stay alive until the end of the animation, but the death sound generally has to play sooner. There isnβt a good way to do that, so hereβs a stupid way, instead. Make another of the same enemy, hide it, and kill it. After the animation finishes, the real one will be killed silently.
bool __Ghost_IsFlickering(npc ghost) π Source
Used in Ghost_WaitframeLight() to determine whether the enemy needs drawn
void __GhCleanUp(ffc this) π Source
Nothing left to check, must not be flickering Reset most of the FFCβs data to default. Stuff thatβs not likely to cause problems if the FFC is reused isnβt included.
void SetEnemyProperty(npc enemy, int property, int newValue) π Source