73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
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//**************************************************************************
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//**
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//** proto.hc
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//**
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//** $Header: /H3/game/hcode/proto.hc 35 9/10/97 11:39p Mgummelt $
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//**
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//**************************************************************************
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// combat.hc
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void T_Damage(entity targ, entity inflictor, entity attacker, float damage);
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//float T_Heal(entity e, float healamount, float ignore);
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float CanDamage(entity targ, entity inflictor);
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// subs.hc
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void SUB_CalcMove(vector tdest, float tspeed, void() func);
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void SUB_CalcAngleMove(vector destangle, float tspeed, void() func);
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void SUB_CalcMoveDone(void);
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void SUB_CalcAngleMoveDone(void);
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void SUB_Null(void);
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void SUB_UseTargets(void);
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void SUB_Remove(void);
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void AwardExperience(entity ToEnt, entity FromEnt, float Amount);
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void() SetModelAndThinks;
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void stats_NewPlayer(entity e);
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void()shock_think;
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void(vector org)spawnshockball;
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void(entity light_targ)lightstyle_change;
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void(entity targ, entity attacker,entity inflictor) Killed;
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//void()player_paladin_gauntlet_attack;
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//void()player_paladin_swaxe_attack;
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//void()player_paladin_staff_attack;
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//void()player_paladin_crouch_move;
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//void()player_assassin_hands_attack;
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//void()player_assassin_xbow_attack;
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//void()player_assassin_staff_attack;
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//void()player_assassin_crouch_move;
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// quake.hc
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void(float richter) MonsterQuake;
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void() MultiExplode;
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void(entity targ, entity attacker, entity inflictor) ClientObituary;
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void(entity loser,float number)drop_level;
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void()DarkExplosion;
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float()FindMonsterTarget;
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void()MonsterCheckContents;
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float visibility_good (entity targ,float chance_mod);
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float()CheckJump;
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void()W_SetCurrentWeapon;
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void(float explodetype)BecomeExplosion;
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void()player_frames;
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void Create_Missile (entity spawner,vector spot1,vector spot2,string missilemodel,
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string missilename,float missileskin,float missilespeed,void() touchfunct);
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void() corpseblink;
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void(vector org, vector vel, float damage,entity victim)SpawnPuff;
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void spawn_ghost (entity attacker);
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void precache_archer();
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void precache_spider();
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vector aim_adjust (entity targ);
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void()respawn;
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void()GibPlayer;
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void stats_NewClass(entity e);
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