qzdoom-gpl/src/g_doom/a_doomglobal.h

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#ifndef __A_DOOMGLOBAL_H__
#define __A_DOOMGLOBAL_H__
#include "dobject.h"
#include "info.h"
#include "d_player.h"
class ABossBrain : public AActor
{
DECLARE_ACTOR (ABossBrain, AActor)
};
class AExplosiveBarrel : public AActor
{
DECLARE_ACTOR (AExplosiveBarrel, AActor)
public:
const char *GetObituary ();
};
class ABulletPuff : public AActor
{
DECLARE_ACTOR (ABulletPuff, AActor)
public:
void BeginPlay ();
};
class ARocket : public AActor
{
DECLARE_ACTOR (ARocket, AActor)
public:
void BeginPlay ();
const char *GetObituary ();
};
class AArchvile : public AActor
{
DECLARE_ACTOR (AArchvile, AActor)
public:
const char *GetObituary ();
};
class ALostSoul : public AActor
{
DECLARE_ACTOR (ALostSoul, AActor)
public:
const char *GetObituary ();
};
class APlasmaBall : public AActor
{
DECLARE_ACTOR (APlasmaBall, AActor)
const char *GetObituary ();
};
class ABFGBall : public AActor
{
DECLARE_ACTOR (ABFGBall, AActor)
public:
const char *GetObituary ();
};
class AScriptedMarine : public AActor
{
DECLARE_ACTOR (AScriptedMarine, AActor)
public:
enum EMarineWeapon
{
WEAPON_Dummy,
WEAPON_Fist,
WEAPON_BerserkFist,
WEAPON_Chainsaw,
WEAPON_Pistol,
WEAPON_Shotgun,
WEAPON_SuperShotgun,
WEAPON_Chaingun,
WEAPON_RocketLauncher,
WEAPON_PlasmaRifle,
WEAPON_Railgun,
WEAPON_BFG
};
void Activate (AActor *activator);
void Deactivate (AActor *activator);
void BeginPlay ();
void Tick ();
void SetWeapon (EMarineWeapon);
void SetSprite (const TypeInfo *source);
void Serialize (FArchive &arc);
protected:
int SpriteOverride;
};
class ADoomPlayer : public APlayerPawn
{
DECLARE_ACTOR (ADoomPlayer, APlayerPawn)
public:
void GiveDefaultInventory ();
};
#endif //__A_DOOMGLOBAL_H__