mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 15:44:24 +00:00
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__
|
|
#define __P_ENEMY_H__
|
|
|
|
#include "r_defs.h"
|
|
|
|
enum dirtype_t
|
|
{
|
|
DI_EAST,
|
|
DI_NORTHEAST,
|
|
DI_NORTH,
|
|
DI_NORTHWEST,
|
|
DI_WEST,
|
|
DI_SOUTHWEST,
|
|
DI_SOUTH,
|
|
DI_SOUTHEAST,
|
|
DI_NODIR,
|
|
NUMDIRS
|
|
};
|
|
|
|
extern fixed_t xspeed[8], yspeed[8];
|
|
|
|
bool P_HitFriend (AActor *self);
|
|
void P_NoiseAlert (AActor *target, AActor *emmiter, bool splash=false);
|
|
bool P_CheckMeleeRange2 (AActor *actor);
|
|
bool P_Move (AActor *actor);
|
|
bool P_TryWalk (AActor *actor);
|
|
void P_NewChaseDir (AActor *actor);
|
|
bool P_LookForPlayers (AActor *actor, INTBOOL allaround);
|
|
AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance);
|
|
inline AInventory *P_DropItem (AActor *source, const char *type, int special, int chance)
|
|
{
|
|
return P_DropItem (source, PClass::FindClass (type), special, chance);
|
|
}
|
|
void P_TossItem (AActor *item);
|
|
|
|
void A_Look (AActor *actor);
|
|
void A_Wander (AActor *actor);
|
|
void A_Look2 (AActor *actor);
|
|
void A_Chase (AActor *actor);
|
|
void A_FastChase (AActor *actor);
|
|
void A_FaceTarget (AActor *actor);
|
|
void A_MonsterRail (AActor *actor);
|
|
void A_Scream (AActor *actor);
|
|
void A_XScream (AActor *actor);
|
|
void A_Pain (AActor *actor);
|
|
void A_Die (AActor *actor);
|
|
void A_Detonate (AActor *mo);
|
|
void A_Explode (AActor *thing);
|
|
void A_ExplodeAndAlert (AActor *thing);
|
|
void A_Mushroom (AActor *actor);
|
|
void A_BossDeath (AActor *actor);
|
|
void A_FireScream (AActor *mo);
|
|
void A_PlayerScream (AActor *mo);
|
|
void A_ClassBossHealth (AActor *);
|
|
|
|
bool A_RaiseMobj (AActor *);
|
|
bool A_SinkMobj (AActor *);
|
|
|
|
bool CheckBossDeath (AActor *);
|
|
int P_Massacre ();
|
|
bool P_CheckMissileRange (AActor *actor);
|
|
|
|
#endif //__P_ENEMY_H__
|