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Crossfire Server, Trunk
1.75.0
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void legacy_move_hole(object *op)
void legacy_animate_trigger(object *op)
void remove_locked_door(object *op)
Same as remove_door() but for locked doors.
@ POTION_RESIST_EFFECT
A force, holding the effect of a resistance potion.
void pets_move_golem(object *op)
Handles a golem's movement.
void remove_door(object *op)
Remove non locked doors.
void move_symptom(object *symptom)
Make the symptom do the nasty things it does.
method_ret legacy_ob_process(object *op)
uint8_t type
PLAYER, BULLET, etc.
void legacy_remove_force(object *op)
void move_firewall(object *op)
Move for FIREWALL.
void regenerate_rod(object *rod)
Regenerates a rod's charges.
char method_ret
Define some standard return values for callbacks which don't need to return any other results.
int16_t maxsp
Max spell points.
int move_disease(object *disease)
Ticks the clock for disease: infect, aggravate symptoms, ...
void move_player_mover(object *op)
This function takes a PLAYERMOVER as an argument, and performs the function of a player mover,...
int hit_player(object *op, int dam, object *hitter, uint32_t type, int full_hit)
Object is attacked by something.
living stats
Str, Con, Dex, etc.