#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__