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:
sphere 2024-06-07 13:15:08 +00:00
commit 4332a32e44
3 changed files with 271 additions and 539 deletions

View file

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

View file

@ -54,276 +54,6 @@ static dirtype_t diags[] =
DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST 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 //for p_enemy.c
// //

View file

@ -358,7 +358,7 @@ typedef struct pslope_s
double dzdelta; double dzdelta;
boolean moved : 1; boolean moved;
UINT8 flags; // Slope options UINT8 flags; // Slope options
} pslope_t; } pslope_t;