ref: 8df091912bc7d1aa881361ee3d4bce7841434b1d
dir: /src/heretic/p_action.h/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // // External definitions for action pointer functions. // #ifndef HERETIC_P_ACTION_H #define HERETIC_P_ACTION_H void A_FreeTargMobj(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_RestoreSpecialThing1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_RestoreSpecialThing2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_HideThing(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_UnHideThing(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_RestoreArtifact(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Scream(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Explode(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_PodPain(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_RemovePod(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MakePod(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_InitKeyGizmo(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_VolcanoSet(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_VolcanoBlast(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BeastPuff(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_VolcBallImpact(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SpawnTeleGlitter(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SpawnTeleGlitter2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_AccTeleGlitter(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Light0(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_WeaponReady(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Lower(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Raise(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_StaffAttackPL1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ReFire(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_StaffAttackPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BeakReady(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BeakRaise(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BeakAttackPL1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BeakAttackPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_GauntletAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireBlasterPL1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireBlasterPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SpawnRippers(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireMacePL1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireMacePL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MacePL1Check(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MaceBallImpact(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MaceBallImpact2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_DeathBallImpact(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireSkullRodPL1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireSkullRodPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SkullRodPL2Seek(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_AddPlayerRain(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_HideInCeiling(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SkullRodStorm(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_RainImpact(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireGoldWandPL1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireGoldWandPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FirePhoenixPL1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_InitPhoenixPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FirePhoenixPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ShutdownPhoenixPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_PhoenixPuff(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_RemovedPhoenixFunc(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FlameEnd(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FloatPuff(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireCrossbowPL1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FireCrossbowPL2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BoltSpark(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Pain(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_NoBlocking(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_AddPlayerCorpse(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SkullPop(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FlameSnd(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_CheckBurnGone(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_CheckSkullFloor(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_CheckSkullDone(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Feathers(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ChicLook(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ChicChase(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ChicPain(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_FaceTarget(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ChicAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Look(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Chase(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MummyAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MummyAttack2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MummySoul(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ContMobjSound(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MummyFX1Seek(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BeastAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SnakeAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SnakeAttack2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_HeadAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BossDeath(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_HeadIceImpact(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_HeadFireGrow(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_WhirlwindSeek(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ClinkAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_WizAtk1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_WizAtk2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_WizAtk3(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_GhostOff(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ImpMeAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ImpMsAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ImpMsAttack2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ImpDeath(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ImpXDeath1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ImpXDeath2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ImpExplode(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_KnightAttack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_DripBlood(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Sor1Chase(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Sor1Pain(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Srcr1Attack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SorZap(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SorcererRise(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SorRise(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SorSightSnd(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Srcr2Decide(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Srcr2Attack(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Sor2DthInit(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SorDSph(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_Sor2DthLoop(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SorDExp(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_SorDBon(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_BlueSpark(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_GenWizard(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MinotaurAtk1(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MinotaurDecide(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MinotaurAtk2(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MinotaurAtk3(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MinotaurCharge(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_MntrFloorFire(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); void A_ESound(struct mobj_s *actor, struct player_s *player, struct pspdef_s *psp); #endif /* #ifndef HERETIC_P_ACTION_H */