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https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'fix-clang-warnings' into 'next'
Fix code that generates warnings under Clang See merge request STJr/SRB2!2477
This commit is contained in:
commit
4332a32e44
3 changed files with 271 additions and 539 deletions
538
src/info.h
538
src/info.h
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@ -298,276 +298,278 @@ enum actionnum
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NUMACTIONS
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};
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struct mobj_s;
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// IMPORTANT NOTE: If you add/remove from this list of action
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// functions, don't forget to update them in deh_tables.c!
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void A_Explode();
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void A_Pain();
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void A_Fall();
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void A_MonitorPop();
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void A_GoldMonitorPop();
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void A_GoldMonitorRestore();
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void A_GoldMonitorSparkle();
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void A_Look();
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void A_Chase();
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void A_FaceStabChase();
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void A_FaceStabRev();
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void A_FaceStabHurl();
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void A_FaceStabMiss();
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void A_StatueBurst();
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void A_FaceTarget();
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void A_FaceTracer();
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void A_Scream();
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void A_BossDeath();
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void A_SetShadowScale();
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void A_ShadowScream(); // MARIA!!!!!!
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void A_CustomPower(); // Use this for a custom power
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void A_GiveWeapon(); // Gives the player weapon(s)
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void A_RingBox(); // Obtained Ring Box Tails
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void A_Invincibility(); // Obtained Invincibility Box
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void A_SuperSneakers(); // Obtained Super Sneakers Box
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void A_BunnyHop(); // have bunny hop tails
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void A_BubbleSpawn(); // Randomly spawn bubbles
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void A_FanBubbleSpawn();
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void A_BubbleRise(); // Bubbles float to surface
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void A_BubbleCheck(); // Don't draw if not underwater
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void A_AwardScore();
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void A_ExtraLife(); // Extra Life
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void A_GiveShield(); // Obtained Shield
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void A_GravityBox();
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void A_ScoreRise(); // Rise the score logo
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void A_AttractChase(); // Ring Chase
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void A_DropMine(); // Drop Mine from Skim or Jetty-Syn Bomber
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void A_FishJump(); // Fish Jump
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void A_ThrownRing(); // Sparkle trail for red ring
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void A_SetSolidSteam();
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void A_UnsetSolidSteam();
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void A_SignSpin();
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void A_SignPlayer();
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void A_OverlayThink();
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void A_JetChase();
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void A_JetbThink(); // Jetty-Syn Bomber Thinker
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void A_JetgThink(); // Jetty-Syn Gunner Thinker
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void A_JetgShoot(); // Jetty-Syn Shoot Function
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void A_ShootBullet(); // JetgShoot without reactiontime setting
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void A_MinusDigging();
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void A_MinusPopup();
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void A_MinusCheck();
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void A_ChickenCheck();
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void A_MouseThink(); // Mouse Thinker
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void A_DetonChase(); // Deton Chaser
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void A_CapeChase(); // Fake little Super Sonic cape
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void A_RotateSpikeBall(); // Spike ball rotation
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void A_SlingAppear();
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void A_UnidusBall();
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void A_RockSpawn();
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void A_SetFuse();
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void A_CrawlaCommanderThink(); // Crawla Commander
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void A_SmokeTrailer();
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void A_RingExplode();
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void A_OldRingExplode();
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void A_MixUp();
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void A_RecyclePowers();
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void A_BossScream();
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void A_Boss2TakeDamage();
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void A_GoopSplat();
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void A_Boss2PogoSFX();
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void A_Boss2PogoTarget();
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void A_EggmanBox();
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void A_TurretFire();
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void A_SuperTurretFire();
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void A_TurretStop();
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void A_JetJawRoam();
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void A_JetJawChomp();
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void A_PointyThink();
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void A_CheckBuddy();
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void A_HoodFire();
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void A_HoodThink();
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void A_HoodFall();
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void A_ArrowBonks();
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void A_SnailerThink();
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void A_SharpChase();
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void A_SharpSpin();
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void A_SharpDecel();
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void A_CrushstaceanWalk();
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void A_CrushstaceanPunch();
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void A_CrushclawAim();
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void A_CrushclawLaunch();
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void A_VultureVtol();
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void A_VultureCheck();
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void A_VultureHover();
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void A_VultureBlast();
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void A_VultureFly();
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void A_SkimChase();
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void A_SkullAttack();
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void A_LobShot();
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void A_FireShot();
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void A_SuperFireShot();
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void A_BossFireShot();
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void A_Boss7FireMissiles();
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void A_Boss1Laser();
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void A_FocusTarget();
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void A_Boss4Reverse();
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void A_Boss4SpeedUp();
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void A_Boss4Raise();
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void A_SparkFollow();
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void A_BuzzFly();
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void A_GuardChase();
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void A_EggShield();
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void A_SetReactionTime();
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void A_Boss1Spikeballs();
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void A_Boss3TakeDamage();
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void A_Boss3Path();
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void A_Boss3ShockThink();
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void A_Shockwave();
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void A_LinedefExecute();
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void A_LinedefExecuteFromArg();
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void A_PlaySeeSound();
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void A_PlayAttackSound();
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void A_PlayActiveSound();
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void A_1upThinker();
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void A_BossZoom(); //Unused
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void A_Boss1Chase();
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void A_Boss2Chase();
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void A_Boss2Pogo();
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void A_Boss7Chase();
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void A_BossJetFume();
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void A_SpawnObjectAbsolute();
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void A_SpawnObjectRelative();
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void A_ChangeAngleRelative();
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void A_ChangeAngleAbsolute();
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void A_RollAngle();
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void A_ChangeRollAngleRelative();
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void A_ChangeRollAngleAbsolute();
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void A_PlaySound();
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void A_FindTarget();
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void A_FindTracer();
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void A_SetTics();
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void A_SetRandomTics();
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void A_ChangeColorRelative();
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void A_ChangeColorAbsolute();
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void A_Dye();
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void A_SetTranslation();
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void A_MoveRelative();
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void A_MoveAbsolute();
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void A_Thrust();
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void A_ZThrust();
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void A_SetTargetsTarget();
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void A_SetObjectFlags();
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void A_SetObjectFlags2();
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void A_RandomState();
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void A_RandomStateRange();
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void A_StateRangeByAngle();
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void A_StateRangeByParameter();
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void A_DualAction();
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void A_RemoteAction();
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void A_ToggleFlameJet();
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void A_OrbitNights();
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void A_GhostMe();
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void A_SetObjectState();
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void A_SetObjectTypeState();
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void A_KnockBack();
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void A_PushAway();
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void A_RingDrain();
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void A_SplitShot();
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void A_MissileSplit();
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void A_MultiShot();
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void A_InstaLoop();
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void A_Custom3DRotate();
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void A_SearchForPlayers();
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void A_CheckRandom();
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void A_CheckTargetRings();
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void A_CheckRings();
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void A_CheckTotalRings();
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void A_CheckHealth();
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void A_CheckRange();
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void A_CheckHeight();
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void A_CheckTrueRange();
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void A_CheckThingCount();
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void A_CheckAmbush();
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void A_CheckCustomValue();
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void A_CheckCusValMemo();
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void A_SetCustomValue();
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void A_UseCusValMemo();
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void A_RelayCustomValue();
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void A_CusValAction();
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void A_ForceStop();
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void A_ForceWin();
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void A_SpikeRetract();
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void A_InfoState();
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void A_Repeat();
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void A_SetScale();
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void A_RemoteDamage();
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void A_HomingChase();
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void A_TrapShot();
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void A_VileTarget();
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void A_VileAttack();
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void A_VileFire();
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void A_BrakChase();
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void A_BrakFireShot();
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void A_BrakLobShot();
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void A_NapalmScatter();
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void A_SpawnFreshCopy();
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void A_FlickySpawn();
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void A_FlickyCenter();
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void A_FlickyAim();
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void A_FlickyFly();
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void A_FlickySoar();
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void A_FlickyCoast();
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void A_FlickyHop();
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void A_FlickyFlounder();
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void A_FlickyCheck();
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void A_FlickyHeightCheck();
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void A_FlickyFlutter();
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void A_FlameParticle();
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void A_FadeOverlay();
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void A_Boss5Jump();
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void A_LightBeamReset();
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void A_MineExplode();
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void A_MineRange();
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void A_ConnectToGround();
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void A_SpawnParticleRelative();
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void A_MultiShotDist();
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void A_WhoCaresIfYourSonIsABee();
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void A_ParentTriesToSleep();
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void A_CryingToMomma();
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void A_CheckFlags2();
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void A_Boss5FindWaypoint();
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void A_DoNPCSkid();
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void A_DoNPCPain();
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void A_PrepareRepeat();
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void A_Boss5ExtraRepeat();
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void A_Boss5Calm();
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void A_Boss5CheckOnGround();
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void A_Boss5CheckFalling();
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void A_Boss5PinchShot();
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void A_Boss5MakeItRain();
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void A_Boss5MakeJunk();
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void A_LookForBetter();
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void A_Boss5BombExplode();
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void A_DustDevilThink();
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void A_TNTExplode();
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void A_DebrisRandom();
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void A_TrainCameo();
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void A_TrainCameo2();
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void A_CanarivoreGas();
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void A_KillSegments();
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void A_SnapperSpawn();
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void A_SnapperThinker();
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void A_SaloonDoorSpawn();
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void A_MinecartSparkThink();
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void A_ModuloToState();
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void A_LavafallRocks();
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void A_LavafallLava();
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void A_FallingLavaCheck();
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void A_FireShrink();
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void A_SpawnPterabytes();
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void A_PterabyteHover();
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void A_RolloutSpawn();
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void A_RolloutRock();
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void A_DragonbomberSpawn();
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void A_DragonWing();
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void A_DragonSegment();
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void A_ChangeHeight();
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void A_Explode(struct mobj_s *actor);
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void A_Pain(struct mobj_s *actor);
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void A_Fall(struct mobj_s *actor);
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void A_MonitorPop(struct mobj_s *actor);
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void A_GoldMonitorPop(struct mobj_s *actor);
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void A_GoldMonitorRestore(struct mobj_s *actor);
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void A_GoldMonitorSparkle(struct mobj_s *actor);
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void A_Look(struct mobj_s *actor);
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void A_Chase(struct mobj_s *actor);
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void A_FaceStabChase(struct mobj_s *actor);
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void A_FaceStabRev(struct mobj_s *actor);
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void A_FaceStabHurl(struct mobj_s *actor);
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void A_FaceStabMiss(struct mobj_s *actor);
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void A_StatueBurst(struct mobj_s *actor);
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void A_FaceTarget(struct mobj_s *actor);
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void A_FaceTracer(struct mobj_s *actor);
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void A_Scream(struct mobj_s *actor);
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void A_BossDeath(struct mobj_s *actor);
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void A_SetShadowScale(struct mobj_s *actor);
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void A_ShadowScream(struct mobj_s *actor); // MARIA!!!!!!
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void A_CustomPower(struct mobj_s *actor); // Use this for a custom power
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void A_GiveWeapon(struct mobj_s *actor); // Gives the player weapon(s)
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void A_RingBox(struct mobj_s *actor); // Obtained Ring Box Tails
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void A_Invincibility(struct mobj_s *actor); // Obtained Invincibility Box
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void A_SuperSneakers(struct mobj_s *actor); // Obtained Super Sneakers Box
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void A_BunnyHop(struct mobj_s *actor); // have bunny hop tails
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void A_BubbleSpawn(struct mobj_s *actor); // Randomly spawn bubbles
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void A_FanBubbleSpawn(struct mobj_s *actor);
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void A_BubbleRise(struct mobj_s *actor); // Bubbles float to surface
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void A_BubbleCheck(struct mobj_s *actor); // Don't draw if not underwater
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void A_AwardScore(struct mobj_s *actor);
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void A_ExtraLife(struct mobj_s *actor); // Extra Life
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void A_GiveShield(struct mobj_s *actor); // Obtained Shield
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void A_GravityBox(struct mobj_s *actor);
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void A_ScoreRise(struct mobj_s *actor); // Rise the score logo
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void A_AttractChase(struct mobj_s *actor); // Ring Chase
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void A_DropMine(struct mobj_s *actor); // Drop Mine from Skim or Jetty-Syn Bomber
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void A_FishJump(struct mobj_s *actor); // Fish Jump
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void A_ThrownRing(struct mobj_s *actor); // Sparkle trail for red ring
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void A_SetSolidSteam(struct mobj_s *actor);
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void A_UnsetSolidSteam(struct mobj_s *actor);
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void A_SignSpin(struct mobj_s *actor);
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void A_SignPlayer(struct mobj_s *actor);
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void A_OverlayThink(struct mobj_s *actor);
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void A_JetChase(struct mobj_s *actor);
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void A_JetbThink(struct mobj_s *actor); // Jetty-Syn Bomber Thinker
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void A_JetgThink(struct mobj_s *actor); // Jetty-Syn Gunner Thinker
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void A_JetgShoot(struct mobj_s *actor); // Jetty-Syn Shoot Function
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void A_ShootBullet(struct mobj_s *actor); // JetgShoot without reactiontime setting
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void A_MinusDigging(struct mobj_s *actor);
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void A_MinusPopup(struct mobj_s *actor);
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void A_MinusCheck(struct mobj_s *actor);
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void A_ChickenCheck(struct mobj_s *actor);
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void A_MouseThink(struct mobj_s *actor); // Mouse Thinker
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void A_DetonChase(struct mobj_s *actor); // Deton Chaser
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void A_CapeChase(struct mobj_s *actor); // Fake little Super Sonic cape
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void A_RotateSpikeBall(struct mobj_s *actor); // Spike ball rotation
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void A_SlingAppear(struct mobj_s *actor);
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void A_UnidusBall(struct mobj_s *actor);
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void A_RockSpawn(struct mobj_s *actor);
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void A_SetFuse(struct mobj_s *actor);
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void A_CrawlaCommanderThink(struct mobj_s *actor); // Crawla Commander
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void A_SmokeTrailer(struct mobj_s *actor);
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void A_RingExplode(struct mobj_s *actor);
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void A_OldRingExplode(struct mobj_s *actor);
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void A_MixUp(struct mobj_s *actor);
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void A_RecyclePowers(struct mobj_s *actor);
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void A_BossScream(struct mobj_s *actor);
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void A_Boss2TakeDamage(struct mobj_s *actor);
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void A_GoopSplat(struct mobj_s *actor);
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void A_Boss2PogoSFX(struct mobj_s *actor);
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void A_Boss2PogoTarget(struct mobj_s *actor);
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void A_EggmanBox(struct mobj_s *actor);
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void A_TurretFire(struct mobj_s *actor);
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void A_SuperTurretFire(struct mobj_s *actor);
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void A_TurretStop(struct mobj_s *actor);
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void A_JetJawRoam(struct mobj_s *actor);
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void A_JetJawChomp(struct mobj_s *actor);
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void A_PointyThink(struct mobj_s *actor);
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void A_CheckBuddy(struct mobj_s *actor);
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void A_HoodFire(struct mobj_s *actor);
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void A_HoodThink(struct mobj_s *actor);
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void A_HoodFall(struct mobj_s *actor);
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void A_ArrowBonks(struct mobj_s *actor);
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void A_SnailerThink(struct mobj_s *actor);
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void A_SharpChase(struct mobj_s *actor);
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void A_SharpSpin(struct mobj_s *actor);
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void A_SharpDecel(struct mobj_s *actor);
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void A_CrushstaceanWalk(struct mobj_s *actor);
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void A_CrushstaceanPunch(struct mobj_s *actor);
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void A_CrushclawAim(struct mobj_s *actor);
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void A_CrushclawLaunch(struct mobj_s *actor);
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void A_VultureVtol(struct mobj_s *actor);
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void A_VultureCheck(struct mobj_s *actor);
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void A_VultureHover(struct mobj_s *actor);
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void A_VultureBlast(struct mobj_s *actor);
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void A_VultureFly(struct mobj_s *actor);
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void A_SkimChase(struct mobj_s *actor);
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void A_SkullAttack(struct mobj_s *actor);
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void A_LobShot(struct mobj_s *actor);
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void A_FireShot(struct mobj_s *actor);
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void A_SuperFireShot(struct mobj_s *actor);
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void A_BossFireShot(struct mobj_s *actor);
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void A_Boss7FireMissiles(struct mobj_s *actor);
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void A_Boss1Laser(struct mobj_s *actor);
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void A_FocusTarget(struct mobj_s *actor);
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void A_Boss4Reverse(struct mobj_s *actor);
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void A_Boss4SpeedUp(struct mobj_s *actor);
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void A_Boss4Raise(struct mobj_s *actor);
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void A_SparkFollow(struct mobj_s *actor);
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||||
void A_BuzzFly(struct mobj_s *actor);
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||||
void A_GuardChase(struct mobj_s *actor);
|
||||
void A_EggShield(struct mobj_s *actor);
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void A_SetReactionTime(struct mobj_s *actor);
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void A_Boss1Spikeballs(struct mobj_s *actor);
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void A_Boss3TakeDamage(struct mobj_s *actor);
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||||
void A_Boss3Path(struct mobj_s *actor);
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||||
void A_Boss3ShockThink(struct mobj_s *actor);
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void A_Shockwave(struct mobj_s *actor);
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void A_LinedefExecute(struct mobj_s *actor);
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void A_LinedefExecuteFromArg(struct mobj_s *actor);
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void A_PlaySeeSound(struct mobj_s *actor);
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void A_PlayAttackSound(struct mobj_s *actor);
|
||||
void A_PlayActiveSound(struct mobj_s *actor);
|
||||
void A_1upThinker(struct mobj_s *actor);
|
||||
void A_BossZoom(struct mobj_s *actor); //Unused
|
||||
void A_Boss1Chase(struct mobj_s *actor);
|
||||
void A_Boss2Chase(struct mobj_s *actor);
|
||||
void A_Boss2Pogo(struct mobj_s *actor);
|
||||
void A_Boss7Chase(struct mobj_s *actor);
|
||||
void A_BossJetFume(struct mobj_s *actor);
|
||||
void A_SpawnObjectAbsolute(struct mobj_s *actor);
|
||||
void A_SpawnObjectRelative(struct mobj_s *actor);
|
||||
void A_ChangeAngleRelative(struct mobj_s *actor);
|
||||
void A_ChangeAngleAbsolute(struct mobj_s *actor);
|
||||
void A_RollAngle(struct mobj_s *actor);
|
||||
void A_ChangeRollAngleRelative(struct mobj_s *actor);
|
||||
void A_ChangeRollAngleAbsolute(struct mobj_s *actor);
|
||||
void A_PlaySound(struct mobj_s *actor);
|
||||
void A_FindTarget(struct mobj_s *actor);
|
||||
void A_FindTracer(struct mobj_s *actor);
|
||||
void A_SetTics(struct mobj_s *actor);
|
||||
void A_SetRandomTics(struct mobj_s *actor);
|
||||
void A_ChangeColorRelative(struct mobj_s *actor);
|
||||
void A_ChangeColorAbsolute(struct mobj_s *actor);
|
||||
void A_Dye(struct mobj_s *actor);
|
||||
void A_SetTranslation(struct mobj_s *actor);
|
||||
void A_MoveRelative(struct mobj_s *actor);
|
||||
void A_MoveAbsolute(struct mobj_s *actor);
|
||||
void A_Thrust(struct mobj_s *actor);
|
||||
void A_ZThrust(struct mobj_s *actor);
|
||||
void A_SetTargetsTarget(struct mobj_s *actor);
|
||||
void A_SetObjectFlags(struct mobj_s *actor);
|
||||
void A_SetObjectFlags2(struct mobj_s *actor);
|
||||
void A_RandomState(struct mobj_s *actor);
|
||||
void A_RandomStateRange(struct mobj_s *actor);
|
||||
void A_StateRangeByAngle(struct mobj_s *actor);
|
||||
void A_StateRangeByParameter(struct mobj_s *actor);
|
||||
void A_DualAction(struct mobj_s *actor);
|
||||
void A_RemoteAction(struct mobj_s *actor);
|
||||
void A_ToggleFlameJet(struct mobj_s *actor);
|
||||
void A_OrbitNights(struct mobj_s *actor);
|
||||
void A_GhostMe(struct mobj_s *actor);
|
||||
void A_SetObjectState(struct mobj_s *actor);
|
||||
void A_SetObjectTypeState(struct mobj_s *actor);
|
||||
void A_KnockBack(struct mobj_s *actor);
|
||||
void A_PushAway(struct mobj_s *actor);
|
||||
void A_RingDrain(struct mobj_s *actor);
|
||||
void A_SplitShot(struct mobj_s *actor);
|
||||
void A_MissileSplit(struct mobj_s *actor);
|
||||
void A_MultiShot(struct mobj_s *actor);
|
||||
void A_InstaLoop(struct mobj_s *actor);
|
||||
void A_Custom3DRotate(struct mobj_s *actor);
|
||||
void A_SearchForPlayers(struct mobj_s *actor);
|
||||
void A_CheckRandom(struct mobj_s *actor);
|
||||
void A_CheckTargetRings(struct mobj_s *actor);
|
||||
void A_CheckRings(struct mobj_s *actor);
|
||||
void A_CheckTotalRings(struct mobj_s *actor);
|
||||
void A_CheckHealth(struct mobj_s *actor);
|
||||
void A_CheckRange(struct mobj_s *actor);
|
||||
void A_CheckHeight(struct mobj_s *actor);
|
||||
void A_CheckTrueRange(struct mobj_s *actor);
|
||||
void A_CheckThingCount(struct mobj_s *actor);
|
||||
void A_CheckAmbush(struct mobj_s *actor);
|
||||
void A_CheckCustomValue(struct mobj_s *actor);
|
||||
void A_CheckCusValMemo(struct mobj_s *actor);
|
||||
void A_SetCustomValue(struct mobj_s *actor);
|
||||
void A_UseCusValMemo(struct mobj_s *actor);
|
||||
void A_RelayCustomValue(struct mobj_s *actor);
|
||||
void A_CusValAction(struct mobj_s *actor);
|
||||
void A_ForceStop(struct mobj_s *actor);
|
||||
void A_ForceWin(struct mobj_s *actor);
|
||||
void A_SpikeRetract(struct mobj_s *actor);
|
||||
void A_InfoState(struct mobj_s *actor);
|
||||
void A_Repeat(struct mobj_s *actor);
|
||||
void A_SetScale(struct mobj_s *actor);
|
||||
void A_RemoteDamage(struct mobj_s *actor);
|
||||
void A_HomingChase(struct mobj_s *actor);
|
||||
void A_TrapShot(struct mobj_s *actor);
|
||||
void A_VileTarget(struct mobj_s *actor);
|
||||
void A_VileAttack(struct mobj_s *actor);
|
||||
void A_VileFire(struct mobj_s *actor);
|
||||
void A_BrakChase(struct mobj_s *actor);
|
||||
void A_BrakFireShot(struct mobj_s *actor);
|
||||
void A_BrakLobShot(struct mobj_s *actor);
|
||||
void A_NapalmScatter(struct mobj_s *actor);
|
||||
void A_SpawnFreshCopy(struct mobj_s *actor);
|
||||
void A_FlickySpawn(struct mobj_s *actor);
|
||||
void A_FlickyCenter(struct mobj_s *actor);
|
||||
void A_FlickyAim(struct mobj_s *actor);
|
||||
void A_FlickyFly(struct mobj_s *actor);
|
||||
void A_FlickySoar(struct mobj_s *actor);
|
||||
void A_FlickyCoast(struct mobj_s *actor);
|
||||
void A_FlickyHop(struct mobj_s *actor);
|
||||
void A_FlickyFlounder(struct mobj_s *actor);
|
||||
void A_FlickyCheck(struct mobj_s *actor);
|
||||
void A_FlickyHeightCheck(struct mobj_s *actor);
|
||||
void A_FlickyFlutter(struct mobj_s *actor);
|
||||
void A_FlameParticle(struct mobj_s *actor);
|
||||
void A_FadeOverlay(struct mobj_s *actor);
|
||||
void A_Boss5Jump(struct mobj_s *actor);
|
||||
void A_LightBeamReset(struct mobj_s *actor);
|
||||
void A_MineExplode(struct mobj_s *actor);
|
||||
void A_MineRange(struct mobj_s *actor);
|
||||
void A_ConnectToGround(struct mobj_s *actor);
|
||||
void A_SpawnParticleRelative(struct mobj_s *actor);
|
||||
void A_MultiShotDist(struct mobj_s *actor);
|
||||
void A_WhoCaresIfYourSonIsABee(struct mobj_s *actor);
|
||||
void A_ParentTriesToSleep(struct mobj_s *actor);
|
||||
void A_CryingToMomma(struct mobj_s *actor);
|
||||
void A_CheckFlags2(struct mobj_s *actor);
|
||||
void A_Boss5FindWaypoint(struct mobj_s *actor);
|
||||
void A_DoNPCSkid(struct mobj_s *actor);
|
||||
void A_DoNPCPain(struct mobj_s *actor);
|
||||
void A_PrepareRepeat(struct mobj_s *actor);
|
||||
void A_Boss5ExtraRepeat(struct mobj_s *actor);
|
||||
void A_Boss5Calm(struct mobj_s *actor);
|
||||
void A_Boss5CheckOnGround(struct mobj_s *actor);
|
||||
void A_Boss5CheckFalling(struct mobj_s *actor);
|
||||
void A_Boss5PinchShot(struct mobj_s *actor);
|
||||
void A_Boss5MakeItRain(struct mobj_s *actor);
|
||||
void A_Boss5MakeJunk(struct mobj_s *actor);
|
||||
void A_LookForBetter(struct mobj_s *actor);
|
||||
void A_Boss5BombExplode(struct mobj_s *actor);
|
||||
void A_DustDevilThink(struct mobj_s *actor);
|
||||
void A_TNTExplode(struct mobj_s *actor);
|
||||
void A_DebrisRandom(struct mobj_s *actor);
|
||||
void A_TrainCameo(struct mobj_s *actor);
|
||||
void A_TrainCameo2(struct mobj_s *actor);
|
||||
void A_CanarivoreGas(struct mobj_s *actor);
|
||||
void A_KillSegments(struct mobj_s *actor);
|
||||
void A_SnapperSpawn(struct mobj_s *actor);
|
||||
void A_SnapperThinker(struct mobj_s *actor);
|
||||
void A_SaloonDoorSpawn(struct mobj_s *actor);
|
||||
void A_MinecartSparkThink(struct mobj_s *actor);
|
||||
void A_ModuloToState(struct mobj_s *actor);
|
||||
void A_LavafallRocks(struct mobj_s *actor);
|
||||
void A_LavafallLava(struct mobj_s *actor);
|
||||
void A_FallingLavaCheck(struct mobj_s *actor);
|
||||
void A_FireShrink(struct mobj_s *actor);
|
||||
void A_SpawnPterabytes(struct mobj_s *actor);
|
||||
void A_PterabyteHover(struct mobj_s *actor);
|
||||
void A_RolloutSpawn(struct mobj_s *actor);
|
||||
void A_RolloutRock(struct mobj_s *actor);
|
||||
void A_DragonbomberSpawn(struct mobj_s *actor);
|
||||
void A_DragonWing(struct mobj_s *actor);
|
||||
void A_DragonSegment(struct mobj_s *actor);
|
||||
void A_ChangeHeight(struct mobj_s *actor);
|
||||
|
||||
extern int actionsoverridden[NUMACTIONS][MAX_ACTION_RECURSION];
|
||||
|
||||
|
|
270
src/p_enemy.c
270
src/p_enemy.c
|
@ -54,276 +54,6 @@ static dirtype_t diags[] =
|
|||
DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
|
||||
};
|
||||
|
||||
//Real Prototypes to A_*
|
||||
void A_Fall(mobj_t *actor);
|
||||
void A_Look(mobj_t *actor);
|
||||
void A_Chase(mobj_t *actor);
|
||||
void A_FaceStabChase(mobj_t *actor);
|
||||
void A_FaceStabRev(mobj_t *actor);
|
||||
void A_FaceStabHurl(mobj_t *actor);
|
||||
void A_FaceStabMiss(mobj_t *actor);
|
||||
void A_StatueBurst(mobj_t *actor);
|
||||
void A_JetJawRoam(mobj_t *actor);
|
||||
void A_JetJawChomp(mobj_t *actor);
|
||||
void A_PointyThink(mobj_t *actor);
|
||||
void A_CheckBuddy(mobj_t *actor);
|
||||
void A_HoodFire(mobj_t *actor);
|
||||
void A_HoodThink(mobj_t *actor);
|
||||
void A_HoodFall(mobj_t *actor);
|
||||
void A_ArrowBonks(mobj_t *actor);
|
||||
void A_SnailerThink(mobj_t *actor);
|
||||
void A_SharpChase(mobj_t *actor);
|
||||
void A_SharpSpin(mobj_t *actor);
|
||||
void A_SharpDecel(mobj_t *actor);
|
||||
void A_CrushstaceanWalk(mobj_t *actor);
|
||||
void A_CrushstaceanPunch(mobj_t *actor);
|
||||
void A_CrushclawAim(mobj_t *actor);
|
||||
void A_CrushclawLaunch(mobj_t *actor);
|
||||
void A_VultureVtol(mobj_t *actor);
|
||||
void A_VultureCheck(mobj_t *actor);
|
||||
void A_VultureHover(mobj_t *actor);
|
||||
void A_VultureBlast(mobj_t *actor);
|
||||
void A_VultureFly(mobj_t *actor);
|
||||
void A_SkimChase(mobj_t *actor);
|
||||
void A_FaceTarget(mobj_t *actor);
|
||||
void A_FaceTracer(mobj_t *actor);
|
||||
void A_LobShot(mobj_t *actor);
|
||||
void A_FireShot(mobj_t *actor);
|
||||
void A_SuperFireShot(mobj_t *actor);
|
||||
void A_BossFireShot(mobj_t *actor);
|
||||
void A_Boss7FireMissiles(mobj_t *actor);
|
||||
void A_Boss1Laser(mobj_t *actor);
|
||||
void A_FocusTarget(mobj_t *actor);
|
||||
void A_Boss4Reverse(mobj_t *actor);
|
||||
void A_Boss4SpeedUp(mobj_t *actor);
|
||||
void A_Boss4Raise(mobj_t *actor);
|
||||
void A_SkullAttack(mobj_t *actor);
|
||||
void A_BossZoom(mobj_t *actor);
|
||||
void A_BossScream(mobj_t *actor);
|
||||
void A_Scream(mobj_t *actor);
|
||||
void A_Pain(mobj_t *actor);
|
||||
void A_1upThinker(mobj_t *actor);
|
||||
void A_MonitorPop(mobj_t *actor);
|
||||
void A_GoldMonitorPop(mobj_t *actor);
|
||||
void A_GoldMonitorRestore(mobj_t *actor);
|
||||
void A_GoldMonitorSparkle(mobj_t *actor);
|
||||
void A_Explode(mobj_t *actor);
|
||||
void A_BossDeath(mobj_t *actor);
|
||||
void A_SetShadowScale(mobj_t *actor);
|
||||
void A_ShadowScream(mobj_t *actor);
|
||||
void A_CustomPower(mobj_t *actor);
|
||||
void A_GiveWeapon(mobj_t *actor);
|
||||
void A_RingBox(mobj_t *actor);
|
||||
void A_Invincibility(mobj_t *actor);
|
||||
void A_SuperSneakers(mobj_t *actor);
|
||||
void A_AwardScore(mobj_t *actor);
|
||||
void A_ExtraLife(mobj_t *actor);
|
||||
void A_GiveShield(mobj_t *actor);
|
||||
void A_GravityBox(mobj_t *actor);
|
||||
void A_ScoreRise(mobj_t *actor);
|
||||
void A_BunnyHop(mobj_t *actor);
|
||||
void A_BubbleSpawn(mobj_t *actor);
|
||||
void A_FanBubbleSpawn(mobj_t *actor);
|
||||
void A_BubbleRise(mobj_t *actor);
|
||||
void A_BubbleCheck(mobj_t *actor);
|
||||
void A_AttractChase(mobj_t *actor);
|
||||
void A_DropMine(mobj_t *actor);
|
||||
void A_FishJump(mobj_t *actor);
|
||||
void A_ThrownRing(mobj_t *actor);
|
||||
void A_SetSolidSteam(mobj_t *actor);
|
||||
void A_UnsetSolidSteam(mobj_t *actor);
|
||||
void A_SignSpin(mobj_t *actor);
|
||||
void A_SignPlayer(mobj_t *actor);
|
||||
void A_OverlayThink(mobj_t *actor);
|
||||
void A_JetChase(mobj_t *actor);
|
||||
void A_JetbThink(mobj_t *actor);
|
||||
void A_JetgShoot(mobj_t *actor);
|
||||
void A_JetgThink(mobj_t *actor);
|
||||
void A_ShootBullet(mobj_t *actor);
|
||||
void A_MinusDigging(mobj_t *actor);
|
||||
void A_MinusPopup(mobj_t *actor);
|
||||
void A_MinusCheck(mobj_t *actor);
|
||||
void A_ChickenCheck(mobj_t *actor);
|
||||
void A_MouseThink(mobj_t *actor);
|
||||
void A_DetonChase(mobj_t *actor);
|
||||
void A_CapeChase(mobj_t *actor);
|
||||
void A_RotateSpikeBall(mobj_t *actor);
|
||||
void A_SlingAppear(mobj_t *actor);
|
||||
void A_UnidusBall(mobj_t *actor);
|
||||
void A_RockSpawn(mobj_t *actor);
|
||||
void A_SetFuse(mobj_t *actor);
|
||||
void A_CrawlaCommanderThink(mobj_t *actor);
|
||||
void A_RingExplode(mobj_t *actor);
|
||||
void A_OldRingExplode(mobj_t *actor);
|
||||
void A_MixUp(mobj_t *actor);
|
||||
void A_RecyclePowers(mobj_t *actor);
|
||||
void A_Boss2TakeDamage(mobj_t *actor);
|
||||
void A_Boss7Chase(mobj_t *actor);
|
||||
void A_GoopSplat(mobj_t *actor);
|
||||
void A_Boss2PogoSFX(mobj_t *actor);
|
||||
void A_Boss2PogoTarget(mobj_t *actor);
|
||||
void A_EggmanBox(mobj_t *actor);
|
||||
void A_TurretFire(mobj_t *actor);
|
||||
void A_SuperTurretFire(mobj_t *actor);
|
||||
void A_TurretStop(mobj_t *actor);
|
||||
void A_SparkFollow(mobj_t *actor);
|
||||
void A_BuzzFly(mobj_t *actor);
|
||||
void A_GuardChase(mobj_t *actor);
|
||||
void A_EggShield(mobj_t *actor);
|
||||
void A_SetReactionTime(mobj_t *actor);
|
||||
void A_Boss1Spikeballs(mobj_t *actor);
|
||||
void A_Boss3TakeDamage(mobj_t *actor);
|
||||
void A_Boss3Path(mobj_t *actor);
|
||||
void A_Boss3ShockThink(mobj_t *actor);
|
||||
void A_Shockwave(mobj_t *actor);
|
||||
void A_LinedefExecute(mobj_t *actor);
|
||||
void A_LinedefExecuteFromArg(mobj_t *actor);
|
||||
void A_PlaySeeSound(mobj_t *actor);
|
||||
void A_PlayAttackSound(mobj_t *actor);
|
||||
void A_PlayActiveSound(mobj_t *actor);
|
||||
void A_SmokeTrailer(mobj_t *actor);
|
||||
void A_SpawnObjectAbsolute(mobj_t *actor);
|
||||
void A_SpawnObjectRelative(mobj_t *actor);
|
||||
void A_ChangeAngleRelative(mobj_t *actor);
|
||||
void A_ChangeAngleAbsolute(mobj_t *actor);
|
||||
void A_RollAngle(mobj_t *actor);
|
||||
void A_ChangeRollAngleRelative(mobj_t *actor);
|
||||
void A_ChangeRollAngleAbsolute(mobj_t *actor);
|
||||
void A_PlaySound(mobj_t *actor);
|
||||
void A_FindTarget(mobj_t *actor);
|
||||
void A_FindTracer(mobj_t *actor);
|
||||
void A_SetTics(mobj_t *actor);
|
||||
void A_SetRandomTics(mobj_t *actor);
|
||||
void A_ChangeColorRelative(mobj_t *actor);
|
||||
void A_ChangeColorAbsolute(mobj_t *actor);
|
||||
void A_Dye(mobj_t *actor);
|
||||
void A_SetTranslation(mobj_t *actor);
|
||||
void A_MoveRelative(mobj_t *actor);
|
||||
void A_MoveAbsolute(mobj_t *actor);
|
||||
void A_Thrust(mobj_t *actor);
|
||||
void A_ZThrust(mobj_t *actor);
|
||||
void A_SetTargetsTarget(mobj_t *actor);
|
||||
void A_SetObjectFlags(mobj_t *actor);
|
||||
void A_SetObjectFlags2(mobj_t *actor);
|
||||
void A_RandomState(mobj_t *actor);
|
||||
void A_RandomStateRange(mobj_t *actor);
|
||||
void A_StateRangeByAngle(mobj_t *actor);
|
||||
void A_StateRangeByParameter(mobj_t *actor);
|
||||
void A_DualAction(mobj_t *actor);
|
||||
void A_RemoteAction(mobj_t *actor);
|
||||
void A_ToggleFlameJet(mobj_t *actor);
|
||||
void A_OrbitNights(mobj_t *actor);
|
||||
void A_GhostMe(mobj_t *actor);
|
||||
void A_SetObjectState(mobj_t *actor);
|
||||
void A_SetObjectTypeState(mobj_t *actor);
|
||||
void A_KnockBack(mobj_t *actor);
|
||||
void A_PushAway(mobj_t *actor);
|
||||
void A_RingDrain(mobj_t *actor);
|
||||
void A_SplitShot(mobj_t *actor);
|
||||
void A_MissileSplit(mobj_t *actor);
|
||||
void A_MultiShot(mobj_t *actor);
|
||||
void A_InstaLoop(mobj_t *actor);
|
||||
void A_Custom3DRotate(mobj_t *actor);
|
||||
void A_SearchForPlayers(mobj_t *actor);
|
||||
void A_CheckRandom(mobj_t *actor);
|
||||
void A_CheckTargetRings(mobj_t *actor);
|
||||
void A_CheckRings(mobj_t *actor);
|
||||
void A_CheckTotalRings(mobj_t *actor);
|
||||
void A_CheckHealth(mobj_t *actor);
|
||||
void A_CheckRange(mobj_t *actor);
|
||||
void A_CheckHeight(mobj_t *actor);
|
||||
void A_CheckTrueRange(mobj_t *actor);
|
||||
void A_CheckThingCount(mobj_t *actor);
|
||||
void A_CheckAmbush(mobj_t *actor);
|
||||
void A_CheckCustomValue(mobj_t *actor);
|
||||
void A_CheckCusValMemo(mobj_t *actor);
|
||||
void A_SetCustomValue(mobj_t *actor);
|
||||
void A_UseCusValMemo(mobj_t *actor);
|
||||
void A_RelayCustomValue(mobj_t *actor);
|
||||
void A_CusValAction(mobj_t *actor);
|
||||
void A_ForceStop(mobj_t *actor);
|
||||
void A_ForceWin(mobj_t *actor);
|
||||
void A_SpikeRetract(mobj_t *actor);
|
||||
void A_InfoState(mobj_t *actor);
|
||||
void A_Repeat(mobj_t *actor);
|
||||
void A_SetScale(mobj_t *actor);
|
||||
void A_RemoteDamage(mobj_t *actor);
|
||||
void A_HomingChase(mobj_t *actor);
|
||||
void A_TrapShot(mobj_t *actor);
|
||||
void A_Boss1Chase(mobj_t *actor);
|
||||
void A_Boss2Chase(mobj_t *actor);
|
||||
void A_Boss2Pogo(mobj_t *actor);
|
||||
void A_BossJetFume(mobj_t *actor);
|
||||
void A_VileTarget(mobj_t *actor);
|
||||
void A_VileAttack(mobj_t *actor);
|
||||
void A_VileFire(mobj_t *actor);
|
||||
void A_BrakChase(mobj_t *actor);
|
||||
void A_BrakFireShot(mobj_t *actor);
|
||||
void A_BrakLobShot(mobj_t *actor);
|
||||
void A_NapalmScatter(mobj_t *actor);
|
||||
void A_SpawnFreshCopy(mobj_t *actor);
|
||||
void A_FlickySpawn(mobj_t *actor);
|
||||
void A_FlickyCenter(mobj_t *actor);
|
||||
void A_FlickyAim(mobj_t *actor);
|
||||
void A_FlickyFly(mobj_t *actor);
|
||||
void A_FlickySoar(mobj_t *actor);
|
||||
void A_FlickyCoast(mobj_t *actor);
|
||||
void A_FlickyHop(mobj_t *actor);
|
||||
void A_FlickyFlounder(mobj_t *actor);
|
||||
void A_FlickyCheck(mobj_t *actor);
|
||||
void A_FlickyHeightCheck(mobj_t *actor);
|
||||
void A_FlickyFlutter(mobj_t *actor);
|
||||
void A_FlameParticle(mobj_t *actor);
|
||||
void A_FadeOverlay(mobj_t *actor);
|
||||
void A_Boss5Jump(mobj_t *actor);
|
||||
void A_LightBeamReset(mobj_t *actor);
|
||||
void A_MineExplode(mobj_t *actor);
|
||||
void A_MineRange(mobj_t *actor);
|
||||
void A_ConnectToGround(mobj_t *actor);
|
||||
void A_SpawnParticleRelative(mobj_t *actor);
|
||||
void A_MultiShotDist(mobj_t *actor);
|
||||
void A_WhoCaresIfYourSonIsABee(mobj_t *actor);
|
||||
void A_ParentTriesToSleep(mobj_t *actor);
|
||||
void A_CryingToMomma(mobj_t *actor);
|
||||
void A_CheckFlags2(mobj_t *actor);
|
||||
void A_Boss5FindWaypoint(mobj_t *actor);
|
||||
void A_DoNPCSkid(mobj_t *actor);
|
||||
void A_DoNPCPain(mobj_t *actor);
|
||||
void A_PrepareRepeat(mobj_t *actor);
|
||||
void A_Boss5ExtraRepeat(mobj_t *actor);
|
||||
void A_Boss5Calm(mobj_t *actor);
|
||||
void A_Boss5CheckOnGround(mobj_t *actor);
|
||||
void A_Boss5CheckFalling(mobj_t *actor);
|
||||
void A_Boss5PinchShot(mobj_t *actor);
|
||||
void A_Boss5MakeItRain(mobj_t *actor);
|
||||
void A_Boss5MakeJunk(mobj_t *actor);
|
||||
void A_LookForBetter(mobj_t *actor);
|
||||
void A_Boss5BombExplode(mobj_t *actor);
|
||||
void A_DustDevilThink(mobj_t *actor);
|
||||
void A_TNTExplode(mobj_t *actor);
|
||||
void A_DebrisRandom(mobj_t *actor);
|
||||
void A_TrainCameo(mobj_t *actor);
|
||||
void A_TrainCameo2(mobj_t *actor);
|
||||
void A_CanarivoreGas(mobj_t *actor);
|
||||
void A_KillSegments(mobj_t *actor);
|
||||
void A_SnapperSpawn(mobj_t *actor);
|
||||
void A_SnapperThinker(mobj_t *actor);
|
||||
void A_SaloonDoorSpawn(mobj_t *actor);
|
||||
void A_MinecartSparkThink(mobj_t *actor);
|
||||
void A_ModuloToState(mobj_t *actor);
|
||||
void A_LavafallRocks(mobj_t *actor);
|
||||
void A_LavafallLava(mobj_t *actor);
|
||||
void A_FallingLavaCheck(mobj_t *actor);
|
||||
void A_FireShrink(mobj_t *actor);
|
||||
void A_SpawnPterabytes(mobj_t *actor);
|
||||
void A_PterabyteHover(mobj_t *actor);
|
||||
void A_RolloutSpawn(mobj_t *actor);
|
||||
void A_RolloutRock(mobj_t *actor);
|
||||
void A_DragonbomberSpawn(mobj_t *actor);
|
||||
void A_DragonWing(mobj_t *actor);
|
||||
void A_DragonSegment(mobj_t *actor);
|
||||
void A_ChangeHeight(mobj_t *actor);
|
||||
|
||||
//for p_enemy.c
|
||||
|
||||
//
|
||||
|
|
|
@ -358,7 +358,7 @@ typedef struct pslope_s
|
|||
|
||||
double dzdelta;
|
||||
|
||||
boolean moved : 1;
|
||||
boolean moved;
|
||||
|
||||
UINT8 flags; // Slope options
|
||||
} pslope_t;
|
||||
|
|
Loading…
Reference in a new issue