gzdoom-gles/src/codepointers.h
Christoph Oelckers ac32bd72bb - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should
reset this counter but that can't be done due to unwanted side effects with
  existing weapons.
- Changed the 'scale' variable in CVAR(turbo) to double because the calculations
  depended on the current floating point precision setting and only worked properly
  when set to 'precise' in VC++.


SVN r1057 (trunk)
2008-06-30 23:30:06 +00:00

115 lines
2.3 KiB
C

WEAPON(JumpIfNoAmmo)
WEAPON(CustomPunch)
WEAPON(FireBullets)
WEAPON(FireCustomMissile)
WEAPON(RailAttack)
WEAPON(LightInverse)
WEAPON(ThrowGrenade)
WEAPON(SelectWeapon)
WEAPON(Light)
ACTOR(ChangeFlag)
ACTOR(MeleeAttack)
ACTOR(MissileAttack)
ACTOR(ComboAttack)
ACTOR(BulletAttack)
ACTOR(ScreamAndUnblock)
ACTOR(ActiveAndUnblock)
ACTOR(ActiveSound)
ACTOR(FastChase)
ACTOR(CentaurDefend)
ACTOR(FreezeDeath)
ACTOR(FreezeDeathChunks)
ACTOR(GenericFreezeDeath)
ACTOR(IceGuyDie)
ACTOR(M_Saw)
ACTOR(Wander)
ACTOR(Look2)
ACTOR(TossGib)
ACTOR(SentinelBob)
ACTOR(SentinelRefire)
ACTOR(Tracer2)
ACTOR(SetShadow)
ACTOR(ClearShadow)
ACTOR(GetHurt)
ACTOR(TurretLook)
ACTOR(KlaxonBlare)
ACTOR(CheckTerrain)
ACTOR(Countdown)
ACTOR(AlertMonsters)
ACTOR(ClearSoundTarget)
ACTOR(FireAssaultGun)
ACTOR(PlaySound)
ACTOR(PlayWeaponSound)
ACTOR(FLoopActiveSound)
ACTOR(LoopActiveSound)
ACTOR(StopSound)
ACTOR(PlaySoundEx)
ACTOR(StopSoundEx)
ACTOR(SeekerMissile)
ACTOR(Jump)
ACTOR(ExplodeParms)
ACTOR(CallSpecial)
ACTOR(CustomMissile)
ACTOR(CustomBulletAttack)
ACTOR(JumpIfHealthLower)
ACTOR(JumpIfCloser)
ACTOR(JumpIfInventory)
ACTOR(CustomRailgun)
ACTOR(GiveInventory)
ACTOR(TakeInventory)
ACTOR(SpawnItem)
ACTOR(SpawnItemEx)
ACTOR(Recoil)
ACTOR(Print)
ACTOR(SetTranslucent)
ACTOR(FadeIn)
ACTOR(FadeOut)
ACTOR(SpawnDebris)
ACTOR(SetSolid)
ACTOR(UnsetSolid)
ACTOR(SetFloat)
ACTOR(UnsetFloat)
ACTOR(BishopMissileWeave)
ACTOR(CStaffMissileSlither)
ACTOR(CheckSight)
ACTOR(ExtChase)
ACTOR(DropInventory)
ACTOR(SetBlend)
ACTOR(JumpIf)
ACTOR(KillMaster)
ACTOR(KillChildren)
ACTOR(DualPainAttack)
ACTOR(GiveToTarget)
ACTOR(TakeFromTarget)
ACTOR(JumpIfInTargetInventory)
ACTOR(CountdownArg)
ACTOR(CustomMeleeAttack)
ACTOR(CustomComboAttack)
ACTOR(Burst)
ACTOR(SkullPop)
ACTOR(CheckFloor)
ACTOR(CheckPlayerDone)
ACTOR(RadiusThrust)
ACTOR(Stop)
ACTOR(SPosAttackUseAtkSound)
ACTOR(Respawn)
ACTOR(BarrelDestroy)
ACTOR(PlayerSkinCheck)
ACTOR(QueueCorpse)
ACTOR(DeQueueCorpse)
ACTOR(SetGravity)
// Special code pointers for Strife's player - not to be used elsewhere!
ACTOR(ItBurnsItBurns)
ACTOR(CrispyPlayer)
ACTOR(DropFire)
ACTOR(ClearTarget)
ACTOR(LookEx)
ACTOR(JumpIfTargetInLOS)
ACTOR(DamageMaster)
ACTOR(DamageChildren)
ACTOR(CheckForReload)
ACTOR(ResetReloadCounter)
ACTOR(ClearReFire)