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https://github.com/ZDoom/gzdoom-gles.git
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c412b42703
- The stat meters now return an FString instead of sprintfing into a fixed output buffer. - NOASM is now automatically defined when compiling for a non-x86 target. - Some changes have been made to the integral types in doomtype.h: - For consistancy with the other integral types, byte is no longer a synonym for BYTE. - Most uses of BOOL have been change to the standard C++ bool type. Those that weren't were changed to INTBOOL to indicate they may contain values other than 0 or 1 but are still used as a boolean. - Compiler-provided types with explicit bit sizes are now used. In particular, DWORD is no longer a long so it will work with both 64-bit Windows and Linux. - Since some files need to include Windows headers, uint32 is a synonym for the non-Windows version of DWORD. - Removed d_textur.h. The pic_t struct it defined was used nowhere, and that was all it contained. SVN r326 (trunk)
63 lines
1.6 KiB
C
63 lines
1.6 KiB
C
#ifndef __P_ENEMY_H__
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#define __P_ENEMY_H__
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#include "r_defs.h"
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enum dirtype_t
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{
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DI_EAST,
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DI_NORTHEAST,
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DI_NORTH,
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DI_NORTHWEST,
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DI_WEST,
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DI_SOUTHWEST,
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DI_SOUTH,
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DI_SOUTHEAST,
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DI_NODIR,
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NUMDIRS
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};
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extern fixed_t xspeed[8], yspeed[8];
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bool P_HitFriend (AActor *self);
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void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false);
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bool P_CheckMeleeRange2 (AActor *actor);
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bool P_Move (AActor *actor);
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bool P_TryWalk (AActor *actor);
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void P_NewChaseDir (AActor *actor);
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bool P_LookForPlayers (AActor *actor, INTBOOL allaround);
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AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance);
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inline AInventory *P_DropItem (AActor *source, const char *type, int special, int chance)
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{
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return P_DropItem (source, PClass::FindClass (type), special, chance);
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}
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void P_TossItem (AActor *item);
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void A_Look (AActor *actor);
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void A_Wander (AActor *actor);
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void A_Look2 (AActor *actor);
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void A_Chase (AActor *actor);
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void A_FastChase (AActor *actor);
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void A_FaceTarget (AActor *actor);
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void A_MonsterRail (AActor *actor);
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void A_Scream (AActor *actor);
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void A_XScream (AActor *actor);
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void A_Pain (AActor *actor);
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void A_Die (AActor *actor);
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void A_Detonate (AActor *mo);
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void A_Explode (AActor *thing);
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void A_ExplodeAndAlert (AActor *thing);
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void A_Mushroom (AActor *actor);
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void A_BossDeath (AActor *actor);
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void A_FireScream (AActor *mo);
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void A_PlayerScream (AActor *mo);
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void A_ClassBossHealth (AActor *);
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bool A_RaiseMobj (AActor *);
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bool A_SinkMobj (AActor *);
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bool CheckBossDeath (AActor *);
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int P_Massacre ();
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bool P_CheckMissileRange (AActor *actor);
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#endif //__P_ENEMY_H__
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