mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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f2660dc336
testing from the people who download SVN trunk builds. SVN r795 (trunk)
102 lines
2.3 KiB
C++
102 lines
2.3 KiB
C++
#ifndef __A_HEXENGLOBAL_H__
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#define __A_HEXENGLOBAL_H__
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#include "d_player.h"
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class ALightning : public AActor
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{
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DECLARE_STATELESS_ACTOR (ALightning, AActor)
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public:
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int SpecialMissileHit (AActor *victim);
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};
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class APoisonCloud : public AActor
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{
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DECLARE_ACTOR (APoisonCloud, AActor)
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public:
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void GetExplodeParms (int &damage, int &distance, bool &hurtSource);
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int DoSpecialDamage (AActor *target, int damage);
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void BeginPlay ();
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};
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class ABishop : public AActor
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{
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DECLARE_ACTOR (ABishop, AActor)
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public:
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void GetExplodeParms (int &damage, int &distance, bool &hurtSource);
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};
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class AHeresiarch : public AActor
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{
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DECLARE_ACTOR (AHeresiarch, AActor)
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public:
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const PClass *StopBall;
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void Serialize (FArchive &arc);
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void Die (AActor *source, AActor *inflictor);
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};
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class AHolySpirit : public AActor
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{
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DECLARE_ACTOR (AHolySpirit, AActor)
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public:
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bool Slam (AActor *thing);
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bool SpecialBlastHandling (AActor *source, fixed_t strength);
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bool IsOkayToAttack (AActor *link);
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};
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class AHammerPuff : public AActor
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{
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DECLARE_ACTOR (AHammerPuff, AActor)
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public:
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void BeginPlay ();
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};
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class AFourthWeaponPiece : public AInventory
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{
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DECLARE_STATELESS_ACTOR (AFourthWeaponPiece, AInventory)
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HAS_OBJECT_POINTERS
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public:
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void Serialize (FArchive &arc);
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bool TryPickup (AActor *toucher);
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const char *PickupMessage ();
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bool ShouldStay ();
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void PlayPickupSound (AActor *toucher);
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protected:
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virtual bool MatchPlayerClass (AActor *toucher);
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const PClass *FourthWeaponClass;
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int PieceValue;
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TObjPtr<AInventory> TempFourthWeapon;
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bool PrivateShouldStay ();
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};
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class AFighterWeapon : public AWeapon
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{
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DECLARE_STATELESS_ACTOR (AFighterWeapon, AWeapon);
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public:
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bool TryPickup (AActor *toucher);
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};
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class AClericWeapon : public AWeapon
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{
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DECLARE_STATELESS_ACTOR (AClericWeapon, AWeapon);
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public:
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bool TryPickup (AActor *toucher);
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};
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class AMageWeapon : public AWeapon
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{
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DECLARE_STATELESS_ACTOR (AMageWeapon, AWeapon);
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public:
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bool TryPickup (AActor *toucher);
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};
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class ASwitchableDecoration : public AActor
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{
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DECLARE_STATELESS_ACTOR (ASwitchableDecoration, AActor)
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public:
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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};
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#endif //__A_HEXENGLOBAL_H__
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