//************************************************************************** //** //** 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);