ref: 3895cd3c5ccb494996f0c16db4b68b7c68cfd8c1
dir: /src/hexen/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 HEXEN_P_ACTION_H #define HEXEN_P_ACTION_H void A_FreeTargMobj(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FlameCheck(mobj_t *actor, player_t *player, pspdef_t *psp); void A_HideThing(mobj_t *actor, player_t *player, pspdef_t *psp); void A_RestoreSpecialThing1(mobj_t *thing, player_t *player, pspdef_t *psp); void A_RestoreSpecialThing2(mobj_t *thing, player_t *player, pspdef_t *psp); void A_RestoreArtifact(mobj_t *arti, player_t *player, pspdef_t *psp); void A_Summon(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ThrustInitUp(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ThrustInitDn(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ThrustRaise(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ThrustBlock(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ThrustImpale(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ThrustLower(mobj_t *actor, player_t *player, pspdef_t *psp); void A_TeloSpawnC(mobj_t *actor, player_t *player, pspdef_t *psp); void A_TeloSpawnB(mobj_t *actor, player_t *player, pspdef_t *psp); void A_TeloSpawnA(mobj_t *actor, player_t *player, pspdef_t *psp); void A_TeloSpawnD(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CheckTeleRing(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FogSpawn(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FogMove(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Quake(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ContMobjSound(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Scream(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PoisonBagInit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PoisonBagDamage(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PoisonBagCheck(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CheckThrowBomb(mobj_t *actor, player_t *player, pspdef_t *psp); void A_NoGravity(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PotteryExplode(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PotteryChooseBit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PotteryCheck(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CorpseBloodDrip(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CorpseExplode(mobj_t *actor, player_t *player, pspdef_t *psp); void A_LeafSpawn(mobj_t *actor, player_t *player, pspdef_t *psp); void A_LeafThrust(mobj_t *actor, player_t *player, pspdef_t *psp); void A_LeafCheck(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BridgeInit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BridgeOrbit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_TreeDeath(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PoisonShroom(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Pain(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SoAExplode(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BellReset1(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BellReset2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Light0(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WeaponReady(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Lower(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Raise(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FPunchAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ReFire(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FAxeAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FHammerAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FHammerThrow(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FSwordAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FSwordFlames(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CMaceAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CStaffInitBlink(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CStaffCheckBlink(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CStaffCheck(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CStaffAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CStaffMissileSlither(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CFlameAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CFlameRotate(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CFlamePuff(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CFlameMissile(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CHolyAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CHolyPalette(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CHolySeek(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CHolyCheckScream(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CHolyTail(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CHolySpawnPuff(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CHolyAttack2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MWandAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_LightningReady(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MLightningAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_LightningZap(mobj_t *actor, player_t *player, pspdef_t *psp); void A_LightningClip(mobj_t *actor, player_t *player, pspdef_t *psp); void A_LightningRemove(mobj_t *actor, player_t *player, pspdef_t *psp); void A_LastZap(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ZapMimic(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MStaffAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MStaffPalette(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MStaffWeave(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MStaffTrack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SnoutAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FireConePL1(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ShedShard(mobj_t *actor, player_t *player, pspdef_t *psp); void A_AddPlayerCorpse(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SkullPop(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FreezeDeath(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CheckBurnGone(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CheckSkullFloor(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CheckSkullDone(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SpeedFade(mobj_t *actor, player_t *player, pspdef_t *psp); void A_IceSetTics(mobj_t *actor, player_t *player, pspdef_t *psp); void A_IceCheckHeadDone(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PigPain(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PigLook(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PigChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FaceTarget(mobj_t *actor, player_t *player, pspdef_t *psp); void A_PigAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_QueueCorpse(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Look(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Chase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CentaurAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CentaurAttack2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SetReflective(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CentaurDefend(mobj_t *actor, player_t *player, pspdef_t *psp); void A_UnSetReflective(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CentaurDropStuff(mobj_t *actor, player_t *player, pspdef_t *psp); void A_CheckFloor(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DemonAttack1(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DemonAttack2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DemonDeath(mobj_t *actor, player_t *player, pspdef_t *psp); void A_Demon2Death(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithRaiseInit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithRaise(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithInit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithLook(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithFX3(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithMelee(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithMissile(mobj_t *actor, player_t *player, pspdef_t *psp); void A_WraithFX2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurFade1(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurFade2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurRoam(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurAtk1(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurDecide(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurAtk2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurAtk3(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurCharge(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SmokePuffExit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MinotaurFade0(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MntrFloorFire(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentHumpDecide(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentUnHide(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentRaiseHump(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentLowerHump(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentHide(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentBirthScream(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SetShootable(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentCheckForAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_UnSetShootable(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentDiveSound(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentWalk(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentChooseAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentMeleeAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentMissileAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentHeadPop(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentSpawnGibs(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SerpentHeadCheck(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FloatGib(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DelayGib(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SinkGib(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopDecide(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopDoBlur(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopSpawnBlur(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopAttack2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopPainBlur(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopPuff(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SetAltShadow(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopMissileWeave(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BishopMissileSeek(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DragonInitFlight(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DragonFlap(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DragonFlight(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DragonAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DragonPain(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DragonCheckCrash(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DragonFX2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ESound(mobj_t *mo, player_t *player, pspdef_t *psp); void A_EttinAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_DropMace(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FiredRocks(mobj_t *actor, player_t *player, pspdef_t *psp); void A_UnSetInvulnerable(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FiredChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FiredAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FiredSplotch(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SmBounce(mobj_t *actor, player_t *player, pspdef_t *psp); void A_IceGuyLook(mobj_t *actor, player_t *player, pspdef_t *psp); void A_IceGuyChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_IceGuyAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_IceGuyDie(mobj_t *actor, player_t *player, pspdef_t *psp); void A_IceGuyMissilePuff(mobj_t *actor, player_t *player, pspdef_t *psp); void A_IceGuyMissileExplode(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ClassBossHealth(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FastChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_FighterAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_ClericAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_MageAttack(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SorcBallPop(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SorcFX2Split(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SorcFX2Orbit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SorcererBishopEntry(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SpawnBishop(mobj_t *actor, player_t *player, pspdef_t *psp); void A_SorcFX4Check(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KoraxStep2(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KoraxChase(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KoraxStep(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KoraxDecide(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KoraxMissile(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KoraxCommand(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KoraxBonePop(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KSpiritRoam(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KBoltRaise(mobj_t *actor, player_t *player, pspdef_t *psp); void A_KBolt(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BatSpawnInit(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BatSpawn(mobj_t *actor, player_t *player, pspdef_t *psp); void A_BatMove(mobj_t *actor, player_t *player, pspdef_t *psp); #endif // HEXEN_P_ACTION_H