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Some GS declarations (Source C++ code)

Legendary Battlemage
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This is an Deathway release .

Code:
/*
 * user.h
 * Made by Deathway
 * Team : None / Alone
 * 2007 / 05 / 15
 * Contains Definitions of main prperties of Character
 */

#define OBJMAX 7400
#define OBJMAXUSER 1000
#define OBJ_STARTUSERINDEX (OBJMAX - OBJMAXUSER)
#define OBJ_MAXMONSTER 5800
#define OBJ_CALLMONCOUNT (OBJ_STARTUSERINDEX - OBJ_MAXMONSTER)
#define MAX_MONSTER_SEND_MSG    10
#define MAX_MONSTER_SEND_ATTACK_MSG    50
#define MAX_MONSTER_TYPE 512
#define MAX_GUILD_LEN 8
#define MAX_ACCOUNT_LEN 10
#define INVENTORY_SIZE 108
#define WAREHOUSE_SIZE 120
#define MAGIC_SIZE 60
#define INVENTORY_BAG_START 12
#define MAIN_INVENTORY_SIZE 76    // Not included PersonalSh
#define INVENTORY_MAP_SIZE 96    // Not included wared iems
#define TRADE_BOX_SIZE 32
#define TRADE_BOX_MAP_SIZE 32
#define PSHOP_MAP_SIZE 32
#define MAX_CHAR_LEVEL    400
#define MAX_SELF_DEFENSE 5
#define MAX_ST_HIT_DAMAGE 40
#define MAX_ZEN 2000000000
#define ACTIVE_ITEM_SEARCH 0
#define LORENCIA 0
#define DUNGEON 1
#define DEVIAS 2
#define NORIA 3
#define LOSTTOWER 4
#define STADIUM 5
#define EXILE 6
#define ATLANS 7
#define TARKAN 8
#define DEVILSQUARE_A 9
#define ICARUS 10
#define BLOOD_CASTLE_1    11
#define BLOOD_CASTLE_2    12
#define BLOOD_CASTLE_3    13
#define BLOOD_CASTLE_4    14
#define BLOOD_CASTLE_5    15
#define BLOOD_CASTLE_6    16
#define BLOOD_CASTLE_7    17
#define CHAOS_CASTLE_1    18
#define CHAOS_CASTLE_2    19
#define CHAOS_CASTLE_3    20
#define CHAOS_CASTLE_4    21
#define CHAOS_CASTLE_5    22
#define CHAOS_CASTLE_6    23
#define KALIMA_1    24
#define KALIMA_2    25
#define KALIMA_3    26
#define KALIMA_4    27
#define KALIMA_5    28
#define KALIMA_6    29
#define LOREN_DEEP    30
#define LANDS_OF_TRIALS    31
#define DEVILSQUARE_B    32
#define MAX_RESISTENCE_TYPE 7
#define OBJ_EMPTY -1
#define OBJ_MONSTER 2
#define OBJ_USER 1
#define OBJ_NPC    3
#define MAX_MAGIC 60
#define MAX_VIEWPORT 75
#define MAX_VIEWPORT_MONSTER 20
#define MAX_ROAD_PATH_TABLE 16
#define MAX_ARRAY_FRUSTRUM 4
#define PLAYER_EMPTY  0
#define PLAYER_CONNECTED 1
#define PLAYER_LOGGED 2
#define PLAYER_PLAYING 3
#define MAX_CHECKSUM_KEY 1024
#define FRIEND_SERVER_STATE_LOGIN_FAIL    0
#define FRIEND_SERVER_STATE_OFFLINE        1
#define FRIEND_SERVER_STATE_ONLINE        2



typedef CItem * MAININVENTORY[MAIN_INVENTORY_SIZE];
typedef CItem * FULLINVENTORY[INVENTORY_SIZE];
typedef CItem * WAREHOUSE[WAREHOUSE_SIZE];
typedef CMagicInf * MAGICINVENTORY[MAGIC_SIZE];




typedef union tagPATHTABLE
{
    short sPathTable[16];
    char cPathTable[32];
} PATHTABLE, * LPPATHTABLE;



typedef union tagMTD
{
    char cChar;
    short sShort;
    int iInt;
} MTD, * LPMTD;




struct ST_USER_IF_STATE
{
    DWORD use;     // Confirmed
    DWORD unk2;  // Confirmed
    DWORD type ; // Confirmed
};




extern short RoadPathTable[MAX_ROAD_PATH_TABLE];
extern int  gServerMaxUser;    
extern BOOL g_EnergyCheckOff;


//#include "DSProtocol.h"

struct ST_HIT_DAMAGE
{
    short sIndex;
    int iHitDamage;    
    DWORD dwHitTickCount;    
};

struct SELFDEFENSE
{
    int iIndexEnemy[MAX_SELF_DEFENSE];
    DWORD dwTimeSelfDefense[MAX_SELF_DEFENSE];
};

struct VIEWPORTOFMINE
{
    char IsUsed;    // unk
    short sIndex;    // unk
    BYTE btObjectType;    // unk
    int iDistance;    // unk
};


typedef struct tagSEND_MONSTER_MENSSAGE
{
    int iMsgCode;    // unk
    int iIndex;    // unk
    DWORD dwDelay;    // unk
    int iSubCode;    // unk
}SEND_MONSTER_MENSSAGE;


typedef struct tagSEND_MONSTER_ATTACK_MENSSAGE
{
    int iMsgCode;    // unk
    int iIndex;    // unk
    DWORD dwDelay;    // unk
    int iSubCode;    // unk
    int iSubCode2;    // unk
}SEND_MONSTER_ATTACK_MENSSAGE;

extern SEND_MONSTER_ATTACK_MENSSAGE gSMAttackProcMsg[OBJMAX][MAX_MONSTER_SEND_ATTACK_MSG];
extern SEND_MONSTER_MENSSAGE gSMMsg[OBJMAXUSER][MAX_MONSTER_SEND_MSG];    





void gObjSkillUseProcTime500(LPOBJ lpObj);
void MonsterAndMsgProc();
void MoveMonsterProc();
void gObjRefillProcess(int aIndex, LPOBJ lpObj);
void gObjInit();
void gObjEnd();
void gObjViewportOfMine(LPOBJ lpObj);
void gObjClearViewport(LPOBJ lpObj);
void gObjCloseSet(int aIndex, int Flag);
void gObjCharTradeClear(LPOBJ lpObj);
void gObjCharZeroSet(int aIndex);
SOCKET gObjGetSocket(SOCKET socket);
void gObjSetTradeOption( int aIndex, int option);
void gObjSetDuelOption(int aIndex, int option);
bool IsDuelEnabled(int aIndex);
bool gObjIsOnDuel(int aIndex1, int aIndex2 );
int GetMapMoveLevel(LPOBJ lpObj, int mapnumber, int max_over);
//void DbItemSetInByte(LPOBJ lpObj, JG_GET_CHARACTER_INFO * lpMsg, int ItemDbByte, bool * bAllItemExist);
void gObjSetBP(int aIndex);
BOOL gObjSetCharacter(unsigned char * lpdata, int aIndex);
BOOL gObjCanItemTouch(LPOBJ lpObj, int type );
void gObjMagicTextSave(LPOBJ lpObj);
void ItemIsBufExOption(BYTE * buf, CItem * lpItem);
void gObjStatTextSave(LPOBJ lpObj);
void gObjItemTextSave(LPOBJ lpObj);
void gObjWarehouseTextSave(LPOBJ lpObj);
void gObjAuthorityCodeSet(LPOBJ lpObj);
BOOL gObjSetPosMonster(int aIndex, int PosTableNum);
BOOL gObjSetMonster(int aIndex, int MonsterClass);
void gObjDestroy(int client);
short gObjAddSearch(SOCKET aSocket, char* ip);
short gObjAdd(SOCKET aSocket, char* ip, int aIndex);
short gObjMonsterRecall(int iMapNumber);
short gObjAddMonster(int iMapNumber);
short gObjAddCallMon();
void gObjUserKill(int aIndex);
void gObjAllLogOut();
void gObjAllDisconnect();
void gObjTradeSave(LPOBJ lpObj, int index);
void gObjBillRequest(LPOBJ lpObj);
short gObjMemFree(int index);
BOOL gObjGameClose(int aIndex);
short gObjDel(int index);
short gObjSometimeClose(int index);
BOOL gObjIsGamePlaing(LPOBJ lpObj);
BOOL gObjIsConnectedGP(int aIndex);
BOOL gObjIsConnectedGP(int aIndex, char * CharName);
BOOL gObjIsConnected(LPOBJ lpObj);
BOOL gObjIsConnected(int aIndex) ;
BOOL gObjIsConnected(LPOBJ lpObj, int dbnumber);
BOOL gObjIsAccontConnect(int aIndex, char* accountid);
BOOL gObjJoominCheck(int aIndex, char* szInJN);
BOOL gObjTaiwanJoominCheck(int aIndex, char* szInJN);
BOOL gObjCheckXYMapTitle(LPOBJ lpObj);
BOOL gObjSetAccountLogin(int aIndex, char * szId, int aUserNumber, int aDBNumber, char* JoominNumber);
BOOL gObjGetUserNumber(int aIndex);
BOOL gObjGetNumber(int aIndex, int* UN, int* DBN);
char* gObjGetAccountId(int aIndex);
int gObjGetIndex(char* szId);
BOOL gObjUserIdConnectCheck(char* szId,int index);
BYTE GetPathPacketDirPos(int px, int py);
int  gObjCalDistance(LPOBJ lpObj1, LPOBJ lpObj2);
BOOL gObjPositionCheck(LPOBJ lpObj);
BOOL gObjCheckTileArea(int aIndex, int x, int y, int dis);
BOOL ExtendCheck(int x, int y, int w, int h);
void gObjSetInventory1Pointer(LPOBJ lpObj);
void gObjSetInventory2Pointer(LPOBJ lpObj);
void gObjAddMsgSend(LPOBJ lpObj, int aMsgCode, int aIndex, int  SubCode);
void gObjAddMsgSendDelay(LPOBJ lpObj, int aMsgCode, int aIndex, int delay, int SubCode);
void gObjAddMsgSendDelayInSpecificQPos(LPOBJ lpObj, int aMsgCode, int aIndex, int SubCode, int iQPosition);
void gObjAddAttackProcMsgSendDelay(LPOBJ lpObj, int aMsgCode, int aIndex, int delay, int SubCode, int SubCode2);
void gObjMsgProc(LPOBJ lpObj);
void gObjStateProc(LPOBJ lpObj, int aMsgCode, int aIndex, int SubCode);
void gObjStateAttackProc(LPOBJ lpObj, int aMsgCode, int aIndex, int SubCode, int SubCode2);
BOOL gObjBackSpring(LPOBJ lpObj, LPOBJ lpTargetObj);
BOOL BackSpringCheck(int * x, int * y, int * dir, BYTE map);
BOOL gObjBackSpring2(LPOBJ lpObj, LPOBJ lpTargetObj, int count);
bool gObjLevelUp(LPOBJ lpObj, int addexp);
BOOL gObjLevelUpPointAdd(BYTE type, LPOBJ lpObj);
void gObjMonsterItemLoadScript(LPOBJ lpObj, char* script_file);
void gObjGiveItemSearch(LPOBJ lpObj, int maxlevel);
BYTE gObjWarehouseInsertItem(LPOBJ lpObj, int index, int type, int level, int pos);
void gObjGiveItemWarehouseSearch(LPOBJ lpObj, int maxlevel);
BOOL gObjGuildMasterCapacityTest(LPOBJ lpObj);
void gObjNextExpCal(LPOBJ lpObj);
int  retResistance(LPOBJ lpObj, int Resistance_Type);
BOOL retCalcSkillResistance(BOOL isDouble);
BOOL gObjAttackQ(LPOBJ lpObj);
void gObjPlayerKiller(LPOBJ lpObj, LPOBJ lpTargetObj);
void gObjUserDie(LPOBJ lpObj, LPOBJ lpTargetObj);
void gObjInterfaceTimeCheck(LPOBJ lpObj);
void gObjPkDownTimeCheck(LPOBJ lpObj, int TargetLevel);
BOOL gObjAngelSprite(LPOBJ lpObj);
BOOL gObjSatanSprite(LPOBJ lpObj);
BOOL gObjWingSprite(LPOBJ lpObj);
BOOL gObjUniriaSprite(LPOBJ lpObj);
void gObjSpriteDamage(LPOBJ lpObj, int damage);
void gObjSecondDurDown(LPOBJ lpObj);
void gObjChangeDurProc(LPOBJ lpObj);
void gObjWingDurProc(LPOBJ lpObj) ;
void gObjPenaltyDurDown(LPOBJ lpObj, LPOBJ lpTargetObj);
void gObjWeaponDurDown(LPOBJ lpObj, LPOBJ lpTargetObj, int type);
void gObjArmorRandomDurDown(LPOBJ lpObj, LPOBJ lpAttackObj);
bool gObjIsSelfDefense(LPOBJ lpObj, int aTargetIndex);
void gObjCheckSelfDefense(LPOBJ lpObj, int aTargetIndex);
void gObjTimeCheckSelfDefense(LPOBJ lpObj);
BOOL gObjAttack(LPOBJ lpObj, LPOBJ lpTargetObj, CMagicInf * lpMagic, BOOL magicsend, BYTE MSBFlag, int AttackDamage, BOOL bCombo);
void gObjMonsterExpDivision(LPOBJ lpMonObj, LPOBJ lpTargetObj, int AttackDamage, int MSBFlag);
int  gObjMonsterExpSingle(LPOBJ lpObj , LPOBJ lpTargetObj, int damage, int tot_damage, BOOL bSendExp);
void gObjExpParty(LPOBJ lpObj , LPOBJ lpTargetObj, int AttackDamage, int MSBFlag );
void gObjMonsterDieLifePlus(LPOBJ lpObj, LPOBJ lpTartObj);
void gObjLifeCheck(LPOBJ lpTargetObj, LPOBJ lpObj, int AttackDamage, int DamageSendType, int MSBFlag, int MSBDamage, BYTE Skill);
BOOL gObjInventoryTrans(int aIndex);
void gObjInventoryCommit(int aIndex);
void gObjInventoryRollback(int aIndex);
void gObjInventoryItemSet(int aIndex, int itempos, BYTE set_byte);
void gObjInventoryItemBoxSet(int aIndex, int itempos, int xl, int yl, BYTE set_byte);
bool gObjFixInventoryPointer(int aIndex);
void gObjInventoryItemSet_PShop(int aIndex, int itempos, BYTE set_byte);
void gObjInventoryItemBoxSet_PShop(int aIndex, int itempos, int xl, int yl, BYTE set_byte);
bool gObjInventoryDeleteItem(int aIndex ,int itempos);
bool gObjWarehouseDeleteItem(int aIndex, int itempos);
bool gObjChaosBoxDeleteItem(int aIndex, int itempos);
BYTE gObjInvetoryInsertItem(int aIndex, int item_num);
int gGetItemNumber();
void gPlusItemNumber();
BYTE gObjInventoryInsertItem(int aIndex, CItem item);
BYTE gObjOnlyInventoryInsertItem(int aIndex, CItem item);
BYTE gObjInventoryInsertItem(int aIndex, CMapItem * item);
BOOL gObjSearchItem(LPOBJ lpObj, int item_type, int add_dur, int nLevel);
BOOL gObjSearchItemMinus(LPOBJ lpObj, int pos, int m_dur);
BYTE gObjShopBuyInventoryItemInsert(int aIndex, CItem item);
BYTE gObjInventoryInsertItemTemp(LPOBJ lpObj, CItemMap * Item);
BYTE gObjInventoryInsertItem(LPOBJ lpObj, int type, int index, int level);
BYTE gObjMonsterInventoryInsertItem(LPOBJ lpObj, int type, int index, int level, int op1, int op2, int op3);
BYTE gObjInventoryRectCheck(int aIndex, int sx, int sy, int width, int height);
BYTE gObjOnlyInventoryRectCheck(int aIndex, int sx, int sy, int width, int height);
BOOL gObjIsItemPut(LPOBJ lpObj, CItem * lpItem, int pos );
BYTE gObjWerehouseRectCheck(int aIndex, int sx, int sy, int width, int height);
BYTE gObjMapRectCheck(BYTE * lpMapBuf, int sx, int sy, int ex, int ey, int width, int height);
void gObjWarehouseItemBoxSet(int aIndex, int itempos, int xl, int yl, BYTE set_byte);
void gObjWarehouseItemSet(int aIndex, int itempos, BYTE set_byte);
void gObjChaosItemBoxSet(int aIndex, int itempos, int xl, int yl, BYTE set_byte);
void gObjChaosItemSet(int aIndex, int itempos, BYTE set_byte);
BYTE gObjChaosBoxInsertItemPos(int aIndex, CItem item, int pos, int source);
BYTE gObjWarehouseInserItemPos(int aIndex, CItem item, int pos, int source);
BYTE gObjInventoryInsertItemPos(int aIndex, CItem item, int pos, BOOL RequestCheck);
BOOL gObjInventorySearchSerialNumber(LPOBJ lpObj, int serial);
BOOL gObjWarehouseSearchSerialNumber(LPOBJ lpObj, int sirial);
BYTE gObjInventoryMoveItem(int aIndex, BYTE source, BYTE target,  LPBOOL DurSsend, LPBOOL DurTSend, BYTE sFlag, BYTE tFlag, LPBYTE siteminfo);
BYTE gObjTradeRectCheck(int aIndex, int sx, int sy, int width, int height );
BOOL gObjTradeItemBoxSet(int aIndex, int itempos, int xl, int yl, BYTE set_byte);
BYTE gObjTradeInventoryMove(LPOBJ lpObj, BYTE source, BYTE target);
BYTE gObjInventoryTradeMove(LPOBJ lpObj, BYTE source, BYTE target);
void gObjTradeCancel(int aIndex);
void gObjTempInventoryItemBoxSet(BYTE * TempMap, int itempos, int xl, int yl, BYTE set_byte);
BYTE gObjTempInventoryRectCheck(BYTE * TempMap, int sx, int sy, int width, int height);
BYTE gObjTempInventoryInsertItem(LPOBJ lpObj, CItem item, BYTE * TempMap);
BOOL TradeItemInventoryPutTest(int aIndex);
BOOL TradeitemInventoryPut(int aIndex);
void gObjTradeOkButton(int aIndex);
BYTE LevelSmallConvert(int aIndex, int inventoryindex);
BYTE LevelSmallConvert(int level);
void gObjAttackDamageCalc(int aIndex);
void gObjMakePreviewCharSet(int aIndex);
void gObjViewportPaint(HWND hWnd, short aIndex);
void InitFrustrum();
void CreateFrustrum(int x, int y, int aIndex);
bool TestFrustrum2(int x, int y, int aIndex);
BOOL gObjCheckViewport(int aIndex, int x, int y);
void gObjViewportListCreate(short aIndex);
void gObjViewportClose(LPOBJ lpObj);
int  ViewportAdd(int aIndex, int aAddIndex, int aType);
int  ViewportAdd2(int aIndex, int aAddIndex, int aType);
void ViewportDel(short aIndex, int aDelIndex);
void gObjViewportAllDel(short aIndex);
void gObjViewportListDestroy(short aIndex);
void PShop_ViewportListRegenarate(short iIndex);
bool PShop_CheckInventoryEmpty(short aIndex);
void gObjStateSetCreate(int aIndex);
void gObjSetState();
void gObjSecondProc();
void gObjManaPotionFill(LPOBJ lpObj);
void gObjRestPotionFill(LPOBJ lpObj);
void gObjUseDrink(LPOBJ lpObj, int level);
int  gObjCurMoveMake(BYTE * path, LPOBJ lpObj);
void gObjViewportListProtocolDestroy(LPOBJ lpObj);
void gObjViewportListProtocolCreate(LPOBJ lpObj);
void gObjViewportListProtocol(short aIndex);
void gObjSkillUseProc(LPOBJ lpObj);
void gObkSkillBeAttackProc(LPOBJ lpObj);
void gObjTeleportMagicUse(int aIndex, BYTE x, BYTE y);
BOOL gObjMoveGate(int aIndex, int gt);
void gObjTeleport(int aIndex, int map, BYTE x, BYTE y);
void gObjMoveDataLoadingOK(int aIndex);
CMagicInf * gObjGetMagic(int mIndex, LPOBJ lpObj);
CMagicInf * gObjGetMagicSearch(LPOBJ lpObj, BYTE skillnumber);
int  gObjMagicManaUse(LPOBJ lpObj, CMagicInf * lpMagic);
int  gObjMagicBPUse(LPOBJ lpObj, CMagicInf * lpMagic);
void gObjPosMagicAttack(LPOBJ lpObj, CMagicInf * lpMagic, int x, int y);
void gObjMagicAddEnergyCheckOnOff(int flag);
int  gObjMagicAdd(LPOBJ lpObj, BYTE Type, BYTE Index, BYTE Level, BYTE * SkillNumber);
int  gObjMagicAdd(LPOBJ lpObj, BYTE aSkill, BYTE Level);
int  gObjMonsterMagicAdd(LPOBJ lpObj, BYTE aSkill, BYTE Level);
BOOL gObjMagicEnergyCheck(LPOBJ lpObj , BYTE aSkill);
BOOL gObjItemLevelUp(LPOBJ lpObj, int source, int target);
BOOL gObjItemRandomLevelUp(LPOBJ lpObj, int source, int target);
BOOL gObjItemRandomOption3Up(LPOBJ lpObj, int source, int target);
void gObjAbilityReSet(LPOBJ lpObj);
void gObjGuildWarEndSend(LPOBJ lpObj, BYTE Result1, BYTE Result2);
BOOL gObjTargetGuildWarCheck(LPOBJ lpObj, LPOBJ lpTargetObj);
void gObjGuildWarEndSend(LPGUILD_INFO_STRUCT lpGuild1, LPGUILD_INFO_STRUCT lpGuild2, BYTE Result1, BYTE Result2);
void gObjGuildWarEnd(LPGUILD_INFO_STRUCT lpGuild, LPGUILD_INFO_STRUCT lpTargetGuild);
BOOL gObjGuildWarProc(LPGUILD_INFO_STRUCT lpGuild1, LPGUILD_INFO_STRUCT lpGuild2, int score);
BOOL gObjGuildWarCheck(LPOBJ lpObj, LPOBJ lpTargetObj);
BOOL gObjGuildWarMasterClose(LPOBJ lpObj);
BOOL gObjGuildWatItemGive(LPGUILD_INFO_STRUCT lpWinGuild, LPGUILD_INFO_STRUCT lpLoseGuild);
BOOL gObjGetPkTime(LPOBJ lpObj, int * hour, int * min);
BOOL gObjMonsterCall(int aIndex, int MonsterType, int x, int y);
void gObjMonsterCallKill(int aIndex);
BOOL gObjCheckTeleportArea(int aIndex, BYTE x, BYTE y);
BOOL gObjCheckAttackAreaUsedPath(int aIndex, int TarObjIndex);
BOOL gObjCheckattackAreaUsedViewPort(int aIndex, int TarObjIndex);
int  gObjCheckAttackArea(int aIndex, int TarObjIndex);
BOOL gUserFindDevilSquareInvitation(int aIndex);
BOOL gUserFindDevilSquareKeyEyes(int aIndex);
void gObjSendUserStatistic(int aIndex, int startlevel, int endlevel);
LPOBJ gObjFind(char * targetcharname);
BOOL gObjFind10EventChip(int aIndex);
BOOL gObjDelete10EventChip(int aIndex);
void gObjSetPosition(int aIndex, int x, int y);
void gObjGetItemCountInEquipment(int aIndex);
int  gObjGetItemCountInEquipment(int aIndex, int itemtype, int itemindex, int itemlevel);
int  gObjGetItemCountInInventory(int aIndex, int itemtype, int itemindex, int itemlevel);
int gObjGetItemCountInInventory(int aIndex, int itemnum);
int  gObjGetManaItemPos(int aIndex);
void gObjDelteItemCountInInventory(int aIndex, int itemtype, int itemindex, int count);
void gObjGetStatPointState(int aIndex, short * AddPoint, short * MaxAddPoint);
BOOL gObjCheckStatPointUp(int aIndex);
BOOL gObjCheckStatPointDown(int aIndex);
void gObjUseCircle(int aIndex, int pos);
void gObjCalcMaxLifePower(int aIndex);
void gObjDelayLifeCheck(int aIndex);
BOOL gObjDuelCheck(LPOBJ lpObj);
BOOL gObjDuelCheck(LPOBJ lpObj, LPOBJ lpTargetObj);
void gObjResetDuel(LPOBJ lpObj);
void gObjSendDuelEnd(LPOBJ lpObj);
void gObjCheckAllUserDuelStop();
void gObjNProtectGGCheckSum(int aIndex);
void SkillFrustrum(BYTE bangle, int aIndex);
BOOL SkillTestFrustrum(int aIndex, int x, int y);
BOOL gObjCheckMaxZen(int aIndex, int nAddZen);
void MakeRandomSetItem(int aIndex);
void MakeRewardSetItem(int aIndex, BYTE xDropX, BYTE cDropY, int iRewardType);
void gObjRecall(int aIndex, int mapnumber, int x, int y);
void gObjSetExpPetItem(int aIndex, int exp);
BOOL gObjGetRandomItemDropLocation(int iMapNumber, BYTE *cX, BYTE * cY, int iRangeX, int iRangeY, int iLoopCount);
BOOL gObjGetRandomFreeLocation(int iMapNumber, BYTE *cX, BYTE * cY, int iRangeX, int iRangeY, int iLoopCount);
int  gObjCheckAttackTypeMagic(int iSkill);
int  gObjGetGuildUnionNumber(LPOBJ lpObj);
void gObjGetGuildUnionName(LPOBJ lpObj, char* szUnionName, int iUnionNameLen);
BOOL gObjCheckRival(LPOBJ lpObj, LPOBJ lpTargetObj);
int  gObjGetRelationShip(LPOBJ lpObj, LPOBJ lpTargetObj);
void gObjNotifyUpdateUnionV1(LPOBJ lpObj);
void gObjNotifyUpdateUnionV2(LPOBJ lpObj);
void gObjUnionUpdateProc(int iIndex);
void gObjNotifyUseWeaponV1(LPOBJ lpOwnerObj, LPOBJ lpWeaponObj, int iTargetX, int iTargetY);
void gObjNotifyUseWeaponDamage(LPOBJ lpWeaponObj, int iTargetX, int iTargetY);
void gObjUseBlessAndSoulPotion(int aIndex, int iItemLevel);
void gObjWeaponDurDownInCastle(LPOBJ lpObj, LPOBJ lpTargetObj, int iDecValue);
void MsgOutput(int aIndex, char* msg, ...) ;void gProcessAutoRecuperation(LPOBJ lpObj);
 
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Re: [Release]Some GS declarations (Source C++ code)

Thread cleaned. If you spam or flame in this thread you WILL receive an infraction for it.

NoPeace - out
 
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Re: [Release]Some GS declarations (Source C++ code)

Code:
 * Contains Definitions of main properties of Character
 
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