Now, these functions no longer use references. Instead they
use pointer to pointer. Furthermore, they've been simplified
to for loops, as essentially, the decompiled functions were
unrolled loops (as seen in the memset function).
* Reorder lib
This is the orhter that they appear in the exe imports
* Make includes C compatible
cursor.h: SetCursor conflicts with existing function
engine.h: CelDecDatLightEntry and Cel2DecDatLightEntry use by reference
*&
objects.h: DeleteObject conflicts with existing function
* Start compiling select files as C
* Clean up
pfile still emits warnings when parsed as C:
err:msvcrt:demangle_datatype Unknown type @
err:msvcrt:demangle_datatype Unknown type @
* Clean up msg_wait_for_turns
* Clean up msg_get_next_packet
* Clean up msg_pre_packet
* Clean up DeltaSaveLevel
* Simple clean ups for msg.cpp
* Clean up NetSendCmdQuest
* Clean up NetSendCmdGItem
* Clean up NetSendCmdGItem2
* Clean up NetSendCmdPItem
* Clean up NetSendCmdChItem
* Clean up NetSendCmdDItem
* Clean up multi_send_packet
* Clean up msg_errorf
* Clean up i_own_level
* Clean up msg_free_packets
The variables are either being compared to -1, transfered between values
that are signed or closely related to such. Having them as unsigned has
the potential to break the game, having them signed shoudn't have any
negative effects.
In the monster data tables, the "mType" comment has been renamed as
Seeding size. The game, as depicted by Jarulf, uses that number to
calculate how many monster type can spawn within a level (iirc the max
seeding is 4000, and each monster type takes a part of it). I hope this
helps!