2006-02-24 04:48:15 +00:00
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// This file is included by d_dehacked.cpp twice.
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// The first time is to prototype these functions, and the second
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// time is to define them in the CodePtrs list. The macros are
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// defined appropriately to get the desired effect each time.
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ACTOR(MonsterRail)
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WEAPON(FireRailgun)
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WEAPON(FireRailgunLeft)
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WEAPON(FireRailgunRight)
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WEAPON(RailWait)
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WEAPON(Light0)
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WEAPON(WeaponReady)
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WEAPON(Lower)
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WEAPON(Raise)
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WEAPON(Punch)
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WEAPON(ReFire)
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WEAPON(FirePistol)
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WEAPON(Light1)
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WEAPON(FireShotgun)
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WEAPON(Light2)
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WEAPON(FireShotgun2)
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WEAPON(CheckReload)
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WEAPON(OpenShotgun2)
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WEAPON(LoadShotgun2)
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WEAPON(CloseShotgun2)
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WEAPON(FireCGun)
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WEAPON(GunFlash)
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WEAPON(FireMissile)
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WEAPON(Saw)
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WEAPON(FirePlasma)
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WEAPON(BFGsound)
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WEAPON(FireBFG)
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ACTOR(BFGSpray)
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2007-01-05 22:08:57 +00:00
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#ifndef FROM_THINGDEF
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// A_Explode needs to use A_ExplodeParams in DECORATE
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2006-02-24 04:48:15 +00:00
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ACTOR(Explode)
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2007-01-05 22:08:57 +00:00
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#endif
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2006-02-24 04:48:15 +00:00
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ACTOR(Pain)
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ACTOR(PlayerScream)
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ACTOR(NoBlocking)
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ACTOR(XScream)
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ACTOR(Look)
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ACTOR(Chase)
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ACTOR(FaceTarget)
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ACTOR(PosAttack)
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ACTOR(Scream)
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ACTOR(SPosAttack)
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ACTOR(VileChase)
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ACTOR(VileStart)
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ACTOR(VileTarget)
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ACTOR(VileAttack)
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ACTOR(StartFire)
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ACTOR(Fire)
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ACTOR(FireCrackle)
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ACTOR(Tracer)
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ACTOR(SkelWhoosh)
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ACTOR(SkelFist)
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ACTOR(SkelMissile)
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ACTOR(FatRaise)
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ACTOR(FatAttack1)
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ACTOR(FatAttack2)
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ACTOR(FatAttack3)
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ACTOR(BossDeath)
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ACTOR(CPosAttack)
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ACTOR(CPosRefire)
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ACTOR(TroopAttack)
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ACTOR(SargAttack)
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ACTOR(HeadAttack)
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ACTOR(BruisAttack)
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ACTOR(SkullAttack)
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ACTOR(Metal)
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ACTOR(SpidRefire)
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ACTOR(BabyMetal)
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ACTOR(BspiAttack)
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ACTOR(Hoof)
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ACTOR(CyberAttack)
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ACTOR(PainAttack)
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ACTOR(PainDie)
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ACTOR(KeenDie)
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ACTOR(BrainPain)
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ACTOR(BrainScream)
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ACTOR(BrainDie)
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ACTOR(BrainAwake)
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ACTOR(BrainSpit)
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ACTOR(SpawnSound)
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ACTOR(SpawnFly)
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ACTOR(BrainExplode)
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ACTOR(Die)
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ACTOR(Detonate)
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ACTOR(Mushroom)
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ACTOR(SetFloorClip)
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ACTOR(UnSetFloorClip)
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ACTOR(HideThing)
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ACTOR(UnHideThing)
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ACTOR(SetInvulnerable)
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ACTOR(UnSetInvulnerable)
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ACTOR(SetReflective)
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ACTOR(UnSetReflective)
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ACTOR(SetReflectiveInvulnerable)
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ACTOR(UnSetReflectiveInvulnerable)
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ACTOR(SetShootable)
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ACTOR(UnSetShootable)
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ACTOR(NoGravity)
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ACTOR(Gravity)
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ACTOR(LowGravity)
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#undef WEAPON
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#undef ACTOR
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