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8e54a3febf
32- and 64-bit platforms. Also, make struct type actor_t also have a common size of 128 bytes. New code currently disabled and #ifdef'd for comparison. This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and [5]: ai ptr with actors) to be converted to script offsets instead of pointers, breaking savegame and net packet compatibility (we could in theory try hard not to, but it would be too much trouble). git-svn-id: https://svn.eduke32.com/eduke32@2185 1a8010ca-5511-0410-912e-c29ae57300e0
222 lines
7.8 KiB
C
222 lines
7.8 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef __actors_h__
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#define __actors_h__
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// Uncomment to have the same sizeof(actor_t) and sizeof(netactor_t) across
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// 32- and 64-bit builds; KEEPINSYNC with same #define in gamedef.h:
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//#define SAMESIZE_ACTOR_T
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#define MAXSLEEPDIST 16384
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#define SLEEPTIME 1536
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#define ZOFFSET (1<<8)
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#define STAT_DEFAULT 0
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#define STAT_ACTOR 1
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#define STAT_ZOMBIEACTOR 2
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#define STAT_EFFECTOR 3
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#define STAT_PROJECTILE 4
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#define STAT_MISC 5
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#define STAT_STANDABLE 6
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#define STAT_LOCATOR 7
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#define STAT_ACTIVATOR 8
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#define STAT_TRANSPORT 9
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#define STAT_PLAYER 10
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#define STAT_FX 11
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#define STAT_FALLER 12
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#define STAT_DUMMYPLAYER 13
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// Defines the motion characteristics of an actor
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enum amoveflags_t {
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face_player = 1,
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geth = 2,
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getv = 4,
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random_angle = 8,
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face_player_slow = 16,
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spin = 32,
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face_player_smart = 64,
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fleeenemy = 128,
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jumptoplayer = 257,
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seekplayer = 512,
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furthestdir = 1024,
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dodgebullet = 4096
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};
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// Defines for 'useractor' keyword
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enum uactortypes_t {
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notenemy,
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enemy,
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enemystayput
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};
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#pragma pack(push,1)
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typedef struct {
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int32_t workslike, cstat; // 8b
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int32_t hitradius, range, flashcolor; // 12b
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int16_t spawns, sound, isound, vel; // 8b
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int16_t decal, trail, tnum, drop; // 8b
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int16_t offset, bounces, bsound; // 6b
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int16_t toffset; // 2b
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int16_t extra, extra_rand; // 4b
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int8_t sxrepeat, syrepeat, txrepeat, tyrepeat; // 4b
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int8_t shade, xrepeat, yrepeat, pal; // 4b
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int8_t velmult; // 1b
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uint8_t clipdist; // 1b
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int8_t filler[6]; // 6b
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} projectile_t;
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// (+ 40 8 6 16 16 4 8 6 4 4 16)
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typedef struct {
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#ifdef SAMESIZE_ACTOR_T
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int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
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#else
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intptr_t t_data[10]; // 40b/80b sometimes used to hold pointers to con code
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#endif
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int16_t picnum,ang,extra,owner; //8b
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int16_t movflag,tempang,timetosleep; //6b
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int32_t flags, bposx,bposy,bposz; //16b
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int32_t floorz,ceilingz,lastvx,lastvy; //16b
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int32_t lasttransport; //4b
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int16_t lightId, lightcount, lightmaxrange, cgg; //8b
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int16_t actorstayput, dispicnum, shootzvel; // 6b
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#ifdef POLYMER
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_prlight *lightptr; //4b/8b
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#else
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void *lightptr;
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#endif
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projectile_t *projectile; //4b/8b
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#if !defined SAMESIZE_ACTOR_T || UINTPTR_MAX == 0xffffffff
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/* 32-bit or old, same-declaration version */
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int8_t filler[16]; // pad struct to 128 bytes
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#else
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/* 64-bit, will break older savegames */
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int8_t filler[8];
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#endif
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} actor_t;
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// this struct needs to match the beginning of actor_t above
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typedef struct {
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#ifdef SAMESIZE_ACTOR_T
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int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
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#else
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intptr_t t_data[10]; // 40b/80b sometimes used to hold pointers to con code
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#endif
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int16_t picnum,ang,extra,owner; //8b
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int16_t movflag,tempang,timetosleep; // 6b
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int32_t flags; // 4b
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} netactor_t;
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#pragma pack(pop)
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enum sflags_t {
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SPRITE_SHADOW = 0x00000001,
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SPRITE_NVG = 0x00000002,
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SPRITE_NOSHADE = 0x00000004,
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SPRITE_PROJECTILE = 0x00000008,
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SPRITE_DECAL = 0x00000010,
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SPRITE_BADGUY = 0x00000020,
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SPRITE_NOPAL = 0x00000040,
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SPRITE_NOEVENTCODE = 0x00000080,
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SPRITE_NOLIGHT = 0x00000100,
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SPRITE_USEACTIVATOR = 0x00000200,
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SPRITE_NULL = 0x00000400, // null sprite in multiplayer
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SPRITE_NOCLIP = 0x00000800, // clipmove it with cliptype 0
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};
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// custom projectiles
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enum pflags_t {
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PROJECTILE_HITSCAN = 0x00000001,
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PROJECTILE_RPG = 0x00000002,
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PROJECTILE_BOUNCESOFFWALLS = 0x00000004,
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PROJECTILE_BOUNCESOFFMIRRORS = 0x00000008,
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PROJECTILE_KNEE = 0x00000010,
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PROJECTILE_WATERBUBBLES = 0x00000020,
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PROJECTILE_TIMED = 0x00000040,
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PROJECTILE_BOUNCESOFFSPRITES = 0x00000080,
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PROJECTILE_SPIT = 0x00000100,
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PROJECTILE_COOLEXPLOSION1 = 0x00000200,
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PROJECTILE_BLOOD = 0x00000400,
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PROJECTILE_LOSESVELOCITY = 0x00000800,
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PROJECTILE_NOAIM = 0x00001000,
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PROJECTILE_RANDDECALSIZE = 0x00002000,
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PROJECTILE_EXPLODEONTIMER = 0x00004000,
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PROJECTILE_RPG_IMPACT = 0x00008000,
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PROJECTILE_RADIUS_PICNUM = 0x00010000,
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PROJECTILE_ACCURATE_AUTOAIM = 0x00020000,
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PROJECTILE_FORCEIMPACT = 0x00040000,
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PROJECTILE_REALCLIPDIST = 0x00080000,
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PROJECTILE_ACCURATE = 0x00100000,
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};
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extern actor_t actor[MAXSPRITES];
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extern char ActorType[MAXTILES];
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extern int16_t SpriteCacheList[MAXTILES][3];
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extern int32_t SpriteFlags[MAXTILES];
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extern int32_t block_deletesprite;
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extern int32_t g_noEnemies;
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extern int32_t otherp;
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extern int32_t ticrandomseed;
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extern intptr_t *actorLoadEventScrptr[MAXTILES];
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extern intptr_t *actorscrptr[MAXTILES];
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extern intptr_t *g_parsingActorPtr;
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extern projectile_t DefaultProjectileData[MAXTILES];
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extern projectile_t ProjectileData[MAXTILES];
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extern projectile_t SpriteProjectile[MAXSPRITES];
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void A_AddToDeleteQueue(int32_t i);
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int32_t A_CheckEnemySprite(spritetype *s);
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int32_t A_CheckEnemyTile(int32_t pn);
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int32_t A_CheckSwitchTile(int32_t i);
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void A_DeleteSprite(int32_t s);
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void A_DoGuts(int32_t sp,int32_t gtype,int32_t n);
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void A_DoGutsDir(int32_t sp,int32_t gtype,int32_t n);
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int32_t A_IncurDamage(int32_t sn);
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void A_MoveCyclers(void);
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void A_MoveDummyPlayers(void);
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int32_t A_MoveSprite(int32_t spritenum,const vec3_t *change,uint32_t cliptype);
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void A_PlayAlertSound(int32_t i);
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void A_RadiusDamage(int32_t i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4);
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int32_t A_SetSprite(int32_t i,uint32_t cliptype);
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void A_SpawnMultiple(int32_t sp,int32_t pic,int32_t n);
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void G_AddGameLight(int32_t radius,int32_t srcsprite,int32_t zoffset,int32_t range,int32_t color,int32_t priority);
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int32_t G_CheckForSpaceCeiling(int32_t sectnum);
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int32_t G_CheckForSpaceFloor(int32_t sectnum);
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void G_DoInterpolations(int32_t smoothratio);
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void G_MoveWorld(void);
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extern inline void G_RestoreInterpolations(void);
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void G_SetInterpolation(int32_t *posptr);
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void G_StopInterpolation(int32_t *posptr);
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extern inline void G_UpdateInterpolations(void);
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// PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly
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void Sect_ClearInterpolation(int32_t sectnum);
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void Sect_SetInterpolation(int32_t sectnum);
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#endif
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