//************************************************************************** //** //** proto.hc //** //** $Header: /HexenWorld/HCode/proto.hc 7 3/29/98 6:47p Rmidthun $ //** //************************************************************************** // combat.hc void T_Damage(entity targ, entity inflictor, entity attacker, float damage); //float T_Heal(entity e, float healamount, float ignore); float CanDamage(entity targ, entity inflictor); // subs.hc void SUB_CalcMove(vector tdest, float tspeed, void() func); void SUB_CalcAngleMove(vector destangle, float tspeed, void() func); void SUB_CalcMoveDone(void); void SUB_CalcAngleMoveDone(void); void SUB_Null(void); void SUB_UseTargets(void); void SUB_Remove(void); void AwardExperience(entity ToEnt, entity FromEnt, float Amount); void() SetModelAndThinks; void stats_NewPlayer(entity e); void()shock_think; void(vector org)spawnshockball; void(entity light_targ)lightstyle_change; void(entity targ, entity attacker,entity inflictor, float damage, vector dir) Killed; //void()player_paladin_gauntlet_attack; //void()player_paladin_swaxe_attack; //void()player_paladin_staff_attack; //void()player_paladin_crouch_move; //void()player_assassin_hands_attack; //void()player_assassin_xbow_attack; //void()player_assassin_staff_attack; //void()player_assassin_crouch_move; // quake.hc void(float richter) MonsterQuake; void() MultiExplode; void(entity targ, entity attacker, entity inflictor) ClientObituary; void(entity loser,float number)drop_level; void()DarkExplosion; float GetImpactType (entity impacted); float()FindMonsterTarget; void()MonsterCheckContents; float visibility_good (entity targ,float chance_mod); float()CheckJump; void()W_SetCurrentWeapon; void(float explodetype)BecomeExplosion; void()player_frames; void Create_Missile (entity spawner,vector spot1,vector spot2,string missilemodel, string missilename,float missileskin,float missilespeed,void() touchfunct); void() corpseblink; void(vector org, vector vel, float damage,entity victim)SpawnPuff; //void spawn_ghost (entity attacker); void precache_archer(); void precache_spider(); vector aim_adjust (entity targ); void()respawn; void(vector dir)GibPlayer; void stats_NewClass(entity e); void(float damage,entity victim) spawn_touchpuff; void W_SetCurrentAmmo (void); void ToggleChaseCam (entity voyeur); void PlayerTouch (void); void()GrenadeTouch2; void SmallExplosion(); void(vector p1, vector p2, entity from, float damage,string type) LightningDamage; void player_pain (entity attacker,float total_damage); void remove_invincibility(entity loser); entity SelectSpawnPoint(void); void teleport_coin_run (void);