12 #ifndef __MISSION_WEAPON_CHOICE_H__
13 #define __MISSION_WEAPON_CHOICE_H__
20 #define ICON_PRIMARY_0 28
21 #define ICON_PRIMARY_1 29
22 #define ICON_PRIMARY_2 30
23 #define ICON_PRIMARY_3 31
24 #define ICON_SECONDARY_0 10
25 #define ICON_SECONDARY_1 11
26 #define ICON_SECONDARY_2 12
27 #define ICON_SECONDARY_3 13
30 #define ICON_SHIP_PRIMARY_0 32
31 #define ICON_SHIP_PRIMARY_1 33
32 #define ICON_SHIP_PRIMARY_2 34
33 #define ICON_SHIP_SECONDARY_0 35
34 #define ICON_SHIP_SECONDARY_1 36
35 #define ICON_SHIP_SECONDARY_2 37
36 #define ICON_SHIP_SECONDARY_3 38
62 int wl_apply(
int mode,
int from_bank,
int from_list,
int to_bank,
int to_list,
int ship_slot,
int player_index = -1,
bool dont_play_sound =
false);
63 int wl_drop(
int from_bank,
int from_list,
int to_bank,
int to_list,
int ship_slot,
int player_index = -1,
bool dont_play_sound =
false);
int wl_apply(int mode, int from_bank, int from_list, int to_bank, int to_list, int ship_slot, int player_index=-1, bool dont_play_sound=false)
void weapon_select_close()
void wl_reset_selected_slot()
void wl_reset_to_defaults()
void weapon_select_common_init()
void wl_get_default_weapons(int ship_class, int slot_num, int *wep, int *wep_count)
void weapon_select_do(float frametime)
int wl_drop(int from_bank, int from_list, int to_bank, int to_list, int ship_slot, int player_index=-1, bool dont_play_sound=false)
void wl_update_parse_object_weapons(p_object *pobjp, wss_unit *slot)
void wl_bash_ship_weapons(ship_weapon *swp, wss_unit *slot)
void wl_remove_weps_from_pool(int *wep, int *wep_count, int ship_class)
void wl_set_default_weapons(int index, int ship_class)
void weapon_select_close_team()
void weapon_select_init()
void wl_synch_interface()
int wl_update_ship_weapons(int objnum, wss_unit *slot)
int Weapon_select_overlay_id
void wl_get_ship_class_weapons(int ship_class, int *wep, int *wep_count)