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Oct 22nd, 2012
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Delphi 1.33 KB | None | 0 0
  1. unit UGameDescription;
  2. <...>
  3. type
  4.   PAttackClass = ^TAttackClass;
  5.   PAttack = ^TAttack;
  6. <...>
  7.   TAttackClass = record // typedef struct {
  8.     Create: procedure (Attack: PAttack; Dict: PDict); stdcall; // void __stdcall (PAttack Attack; PDict Dict) *Create;
  9.     Destroy: procedure (Attack: PAttack); stdcall; // void __stdcall (PAttack Attack) *Destroy;
  10.     Update: procedure (Attack: PAttack; DeltaTime: Float); stdcall; // void __stdcall (PAttack Attack; Float DeltaTime) *Update;
  11.     TryFinalize: procedure (Attack: PAttack; Reason: Integer; var ShouldRemove: Boolean); stdcall; // void __stdcall (PAttack Attack; int Reason; int *ShouldRemove) *TryFinalize;
  12.   end; // } TAttackClass *PAttackClass;
  13.  
  14.   TAttack = record // typedef struct {
  15.     Data: Pointer; // void *Data;
  16.     GameDescription: PGameDescription; // PGameDescription GameDescription;
  17.     AttackClass: PAttackClass; // PAttackClass AttackClass;
  18.  
  19.     DefaultBulletCount: Integer; // int DefaultBulletCount;
  20.     BulletCountIncrease: Integer; // int BulletCountIncrease;
  21.     MaxLifetime: Float; // Float MaxLifetime;
  22.  
  23.     Bullets: array of PBullet; // PBullet *Bullets;
  24.     BulletCount: Integer; // int BulletCount;
  25.     Lifetime: Float; // Float Lifetime;
  26.     Source: PEnemy; // PEnemy Source;
  27.     Target: TFloatPoint; // TFloatPoint Target;
  28.   end; // } TAttack *PAttack;
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