107 lines
3.3 KiB
C++
107 lines
3.3 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: /HexenWorld/Siege/proto.hc 19 6/01/98 2:49a 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, float damage, vector dir) 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 GetImpactType (entity impacted);
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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(vector dir)GibPlayer;
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void stats_NewClass(entity e);
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void(float damage,entity victim) spawn_touchpuff;
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void W_SetCurrentAmmo (void);
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void ToggleChaseCam (entity voyeur);
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void PlayerTouch (void);
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void()GrenadeTouch2;
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void SmallExplosion();
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void(vector p1, vector p2, entity from, float damage,string type) LightningDamage;
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void player_pain (entity attacker,float total_damage);
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void remove_invincibility(entity loser);
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entity SelectSpawnPoint(void);
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void teleport_coin_run (void);
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//SIEGE
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void KillTeam(float losers);
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void restore_weapon ();
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void Climb ();
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void ClimbDrop ();
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void PlayerSpeed_Calc (entity who);
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void DropPuzzlePiece ();
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void spawn_push_trigger(float extra);
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void(vector org)smolder;
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void spawn_burnfield (vector org);
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void()catapult_fire;
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void VictoryPic(float winpic);
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void breakable_hurt_use(entity attacker,float total_damage);
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void() NextLevel;
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void centerprint_all_clients (string victory_msg,entity ignore);
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void end_siege_game (float loserteam,float winpic);
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void puzzle_piece(void);
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float overlapped (entity ent1, entity ent2);
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void UnBeast (entity targ);
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void Ring_WaterBreathing (void);
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void WriteTeam (float svmsg,entity holder);
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