hexen2/H2MP/hcode/proto.hc

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2000-11-10 00:00:00 +00:00
//**************************************************************************
//**
//** proto.hc
//**
//** $Header: /H2 Mission Pack/HCode/proto.hc 21 3/17/98 11:02a Mgummelt $
//**
//**************************************************************************
// combat.hc
void T_Damage(entity targ, entity inflictor, entity attacker, float damage);
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) Killed;
void(float richter) MonsterQuake;
void() MultiExplode;
void(entity targ, entity attacker, entity inflictor) ClientObituary;
void(entity loser,float number)drop_level;
void()DarkExplosion;
float()FindMonsterTarget;
void()MonsterCheckContents;
float visibility_good (entity targ,float chance_mod);
float CheckJump (float print_err);
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()GibPlayer;
void stats_NewClass(entity e);
void()GrenadeTouch2;
void(vector org)smolder;
void(float damage,entity victim) spawn_touchpuff;
//void()talkhead_idle;
void DropPuzzlePiece(void);
void MonsterPrecachePuzzlePiece ();
//void spawn_sheep (vector org);
void obj_push();
void spawn_poison(entity loser,entity killer,float poison_length);
void remove_invincibility(entity loser);
void W_SetCurrentAmmo (void);
void ToggleChaseCam(entity voyeur);//take them out of chase cam
void Ring_Init(string modelname,string name);
void rider_die(void);
void(vector p1, vector p2, entity from, float damage,string type) LightningDamage;
void(entity thingy)unsheep;
void()PlayerTouch;
void SmallExplosion (void);