Update duke3d headers so that argument names in function declarations match the actual function definitions. This also removes const from function declarations in cases when it isn't meaningful.

git-svn-id: https://svn.eduke32.com/eduke32@7071 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2018-10-16 06:08:58 +00:00
parent af728b2641
commit 342b32c4aa
10 changed files with 63 additions and 63 deletions

View file

@ -298,30 +298,30 @@ extern int32_t ticrandomseed;
extern projectile_t SpriteProjectile[MAXSPRITES]; extern projectile_t SpriteProjectile[MAXSPRITES];
int A_CheckNoSE7Water(uspritetype const *const pSprite, int sectNum, int sectLotag, int32_t *pOther); int A_CheckNoSE7Water(uspritetype const *pSprite, int sectNum, int sectLotag, int32_t *pOther);
int A_CheckSwitchTile(int spriteNum); int A_CheckSwitchTile(int spriteNum);
int A_IncurDamage(int const spriteNum); int A_IncurDamage(int spriteNum);
void A_AddToDeleteQueue(int spriteNum); void A_AddToDeleteQueue(int spriteNum);
void A_DeleteSprite(int spriteNum); void A_DeleteSprite(int spriteNum);
void A_DoGuts(int spriteNum, int tileNum, int spawnCnt); void A_DoGuts(int spriteNum, int tileNum, int spawnCnt);
void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt); void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt);
void A_MoveCyclers(void); void A_MoveCyclers(void);
void A_MoveDummyPlayers(void); void A_MoveDummyPlayers(void);
void A_MoveSector(int i); void A_MoveSector(int spriteNum);
void A_PlayAlertSound(int spriteNum); void A_PlayAlertSound(int spriteNum);
void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4); void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4);
void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt); void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt);
int G_SetInterpolation(int32_t *const posptr); int G_SetInterpolation(int32_t *posptr);
void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio); void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio);
void G_ClearCameraView(DukePlayer_t *ps); void G_ClearCameraView(DukePlayer_t *ps);
void G_DoInterpolations(int smoothRatio); void G_DoInterpolations(int smoothRatio);
void G_MoveWorld(void); void G_MoveWorld(void);
void G_RefreshLights(void); void G_RefreshLights(void);
void G_StopInterpolation(int32_t *const posptr); void G_StopInterpolation(const int32_t *posptr);
// PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly // PK 20110701: changed input argument: int32_t i (== sprite, whose sectnum...) --> sectnum directly
void Sect_ToggleInterpolation(int sectnum, int doset); void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); } static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); } static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
@ -337,15 +337,15 @@ int32_t G_ToggleWallInterpolation(int32_t w, int32_t doset);
# define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER # define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER
#endif #endif
extern int32_t A_MoveSpriteClipdist(int32_t spritenum, vec3_t const * const change, uint32_t cliptype, int32_t clipdist); extern int32_t A_MoveSpriteClipdist(int32_t spritenum, vec3_t const * change, uint32_t cliptype, int32_t clipdist);
ACTOR_INLINE_HEADER int A_CheckEnemyTile(int const tileNum); ACTOR_INLINE_HEADER int A_CheckEnemyTile(int tileNum);
ACTOR_INLINE_HEADER int A_SetSprite(int const spriteNum, uint32_t cliptype); ACTOR_INLINE_HEADER int A_SetSprite(int spriteNum, uint32_t cliptype);
ACTOR_INLINE_HEADER int32_t A_MoveSprite(int const spriteNum, vec3_t const * const change, uint32_t cliptype); ACTOR_INLINE_HEADER int32_t A_MoveSprite(int spriteNum, vec3_t const * change, uint32_t cliptype);
EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int const sectnum); EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int sectnum);
EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int const sectnum); EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int sectnum);
EXTERN_INLINE_HEADER int A_CheckEnemySprite(void const * const s); EXTERN_INLINE_HEADER int A_CheckEnemySprite(void const * s);
#ifdef __cplusplus #ifdef __cplusplus
} }

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@ -114,7 +114,7 @@ extern void G_AddConModule(const char *buffer);
extern void clearGrpNamePtr(void); extern void clearGrpNamePtr(void);
extern void clearScriptNamePtr(void); extern void clearScriptNamePtr(void);
extern int loaddefinitions_game(const char *fileName, int32_t firstPass); extern int loaddefinitions_game(const char *fn, int32_t preload);
extern int32_t g_groupFileHandle; extern int32_t g_groupFileHandle;
////////// //////////

View file

@ -343,7 +343,7 @@ extern uint64_t g_frameDelay;
int32_t A_CheckInventorySprite(spritetype *s); int32_t A_CheckInventorySprite(spritetype *s);
int32_t A_InsertSprite(int16_t whatsect, int32_t s_x, int32_t s_y, int32_t s_z, int16_t s_pn, int8_t s_s, uint8_t s_xr, int32_t A_InsertSprite(int16_t whatsect, int32_t s_x, int32_t s_y, int32_t s_z, int16_t s_pn, int8_t s_s, uint8_t s_xr,
uint8_t s_yr, int16_t s_a, int16_t s_ve, int16_t s_zv, int16_t s_ow, int16_t s_ss); uint8_t s_yr, int16_t s_a, int16_t s_ve, int16_t s_zv, int16_t s_ow, int16_t s_ss);
int A_Spawn(int j,int pn); int A_Spawn(int spriteNum,int tileNum);
int G_DoMoveThings(void); int G_DoMoveThings(void);
//int32_t G_EndOfLevel(void); //int32_t G_EndOfLevel(void);
@ -361,7 +361,7 @@ void G_PostCreateGameState(void);
void A_SpawnCeilingGlass(int spriteNum,int sectNum,int glassCnt); void A_SpawnCeilingGlass(int spriteNum,int sectNum,int glassCnt);
void A_SpawnGlass(int spriteNum,int glassCnt); void A_SpawnGlass(int spriteNum,int glassCnt);
void A_SpawnRandomGlass(int spriteNum,int wallNum,int glassCnt); void A_SpawnRandomGlass(int spriteNum,int wallNum,int glassCnt);
void A_SpawnWallGlass(int i,int wallnum,int n); void A_SpawnWallGlass(int spriteNum,int wallnum,int glassCnt);
void G_AddUserQuote(const char *daquote); void G_AddUserQuote(const char *daquote);
void G_BackToMenu(void); void G_BackToMenu(void);
void G_DumpDebugInfo(void); void G_DumpDebugInfo(void);
@ -377,10 +377,10 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
void G_DrawBackground(void); void G_DrawBackground(void);
void G_DrawFrags(void); void G_DrawFrags(void);
void G_HandleMirror(int32_t x, int32_t y, int32_t z, fix16_t a, fix16_t horiz, int32_t smoothratio); void G_HandleMirror(int32_t x, int32_t y, int32_t z, fix16_t a, fix16_t horiz, int32_t smoothratio);
void G_DrawRooms(int32_t snum,int32_t smoothratio); void G_DrawRooms(int32_t playerNum,int32_t smoothratio);
void G_DrawTXDigiNumZ(int32_t starttile,int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z); void G_DrawTXDigiNumZ(int32_t starttile,int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z);
int G_FPSLimit(void); int G_FPSLimit(void);
void G_GameExit(const char *t) ATTRIBUTE((noreturn)); void G_GameExit(const char *msg) ATTRIBUTE((noreturn));
void G_GameQuit(void); void G_GameQuit(void);
void G_GetCrosshairColor(void); void G_GetCrosshairColor(void);
void G_HandleLocalKeys(void); void G_HandleLocalKeys(void);
@ -406,7 +406,7 @@ void P_SetGamePalette(DukePlayer_t *player, uint32_t palid, int32_t set);
void fadepal(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step); void fadepal(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step);
//void fadepaltile(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t tile); //void fadepaltile(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t tile);
void G_InitTimer(int32_t ticpersec); void G_InitTimer(int32_t ticspersec);
static inline int32_t G_GetTeamPalette(int32_t team) static inline int32_t G_GetTeamPalette(int32_t team)
{ {

View file

@ -51,9 +51,9 @@ extern uint32_t g_eventCalls[MAXEVENTS], g_actorCalls[MAXTILES];
extern double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES], g_actorMinMs[MAXTILES], g_actorMaxMs[MAXTILES]; extern double g_eventTotalMs[MAXEVENTS], g_actorTotalMs[MAXTILES], g_actorMinMs[MAXTILES], g_actorMaxMs[MAXTILES];
void A_Execute(int spriteNum, int playerNum, int playerDist); void A_Execute(int spriteNum, int playerNum, int playerDist);
void A_Fall(int const spriteNum); void A_Fall(int spriteNum);
int32_t A_GetFurthestAngle(int const spriteNum, int const angDiv); int32_t A_GetFurthestAngle(int spriteNum, int angDiv);
void A_GetZLimits(int const spriteNum); void A_GetZLimits(int spriteNum);
int32_t __fastcall G_GetAngleDelta(int32_t currAngle, int32_t newAngle); int32_t __fastcall G_GetAngleDelta(int32_t currAngle, int32_t newAngle);
void G_RestoreMapState(); void G_RestoreMapState();
void G_SaveMapState(); void G_SaveMapState();
@ -68,10 +68,10 @@ void VM_DrawTileGeneric(int32_t x, int32_t y, int32_t zoom, int32_t tilenum,
int32_t shade, int32_t orientation, int32_t p); int32_t shade, int32_t orientation, int32_t p);
#endif #endif
int32_t VM_OnEventWithBoth_(int const nEventID, int const spriteNum, int const playerNum, int const nDist, int32_t const nReturn); int32_t VM_OnEventWithBoth_(int nEventID, int spriteNum, int playerNum, int nDist, int32_t nReturn);
int32_t VM_OnEventWithReturn_(int const nEventID, int const spriteNum, int const playerNum, int32_t const nReturn); int32_t VM_OnEventWithReturn_(int nEventID, int spriteNum, int playerNum, int32_t nReturn);
int32_t VM_OnEventWithDist_(int const nEventID, int const spriteNum, int const playerNum, int const nDist); int32_t VM_OnEventWithDist_(int nEventID, int spriteNum, int playerNum, int nDist);
int32_t VM_OnEvent_(int const nEventID, int const spriteNum, int const playerNum); int32_t VM_OnEvent_(int nEventID, int spriteNum, int playerNum);
static FORCE_INLINE int VM_HaveEvent(int nEventID) static FORCE_INLINE int VM_HaveEvent(int nEventID)
{ {
@ -111,8 +111,8 @@ static FORCE_INLINE int32_t VM_OnEvent(int nEventID, int spriteNum, int playerNu
wm_msgbox(APPNAME, "Line %d, %s: " Text, g_errorLineNum, VM_GetKeywordForID(g_tw), ## __VA_ARGS__); \ wm_msgbox(APPNAME, "Line %d, %s: " Text, g_errorLineNum, VM_GetKeywordForID(g_tw), ## __VA_ARGS__); \
} while (0) } while (0)
void G_GetTimeDate(int32_t * const pValues); void G_GetTimeDate(int32_t * pValues);
int G_StartTrack(int const levelNum); int G_StartTrack(int levelNum);
#ifdef LUNATIC #ifdef LUNATIC
void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int32_t sect, void G_ShowView(vec3_t vec, fix16_t a, fix16_t horiz, int32_t sect,
int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp); int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t unbiasedp);

View file

@ -114,11 +114,11 @@ size_t __fastcall Gv_GetArrayAllocSizeForCount(int const arrayIdx, size_t const
size_t __fastcall Gv_GetArrayAllocSize(int const arrayIdx); size_t __fastcall Gv_GetArrayAllocSize(int const arrayIdx);
size_t __fastcall Gv_GetArrayCountFromFile(int const arrayIdx, size_t const filelength); size_t __fastcall Gv_GetArrayCountFromFile(int const arrayIdx, size_t const filelength);
int __fastcall Gv_GetArrayValue(int const id, int index); int __fastcall Gv_GetArrayValue(int const id, int index);
int __fastcall Gv_GetVar(int id, int spriteNum, int playerNum); int __fastcall Gv_GetVar(int gameVar, int spriteNum, int playerNum);
void __fastcall Gv_SetVar(int const id, int const lValue, int const spriteNum, int const playerNum); void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum);
int __fastcall Gv_GetVarX(int id); int __fastcall Gv_GetVarX(int gameVar);
void __fastcall Gv_GetManyVars(int const count, int32_t * const rv); void __fastcall Gv_GetManyVars(int const numVars, int32_t * const outBuf);
void __fastcall Gv_SetVarX(int const id, int const lValue); void __fastcall Gv_SetVarX(int const gameVar, int const newValue);
template <typename T> template <typename T>
static FORCE_INLINE void Gv_FillWithVars(T & rv) static FORCE_INLINE void Gv_FillWithVars(T & rv)
@ -128,7 +128,7 @@ static FORCE_INLINE void Gv_FillWithVars(T & rv)
Gv_GetManyVars(sizeof(T)/sizeof(int32_t), (int32_t *)&rv); Gv_GetManyVars(sizeof(T)/sizeof(int32_t), (int32_t *)&rv);
} }
int Gv_GetVarByLabel(const char *szGameLabel,int const lDefault,int const spriteNum,int const playerNum); int Gv_GetVarByLabel(const char *szGameLabel,int defaultValue,int spriteNum,int playerNum);
void Gv_NewArray(const char *pszLabel,void *arrayptr,intptr_t asize,uint32_t dwFlags); void Gv_NewArray(const char *pszLabel,void *arrayptr,intptr_t asize,uint32_t dwFlags);
void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags); void Gv_NewVar(const char *pszLabel,intptr_t lValue,uint32_t dwFlags);

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@ -24,7 +24,7 @@ void GAME_drawosdchar(int32_t x, int32_t y, char ch, int32_t shade, int32_t pal)
void GAME_drawosdstr(int32_t x, int32_t y, const char *ch, int32_t len, int32_t shade, int32_t pal); void GAME_drawosdstr(int32_t x, int32_t y, const char *ch, int32_t len, int32_t shade, int32_t pal);
void GAME_drawosdcursor(int32_t x, int32_t y, int32_t type, int32_t lastkeypress); void GAME_drawosdcursor(int32_t x, int32_t y, int32_t type, int32_t lastkeypress);
int32_t GAME_getcolumnwidth(int32_t w); int32_t GAME_getcolumnwidth(int32_t w);
int32_t GAME_getrowheight(int32_t w); int32_t GAME_getrowheight(int32_t h);
void GAME_onshowosd(int32_t shown); void GAME_onshowosd(int32_t shown);
void GAME_clearbackground(int32_t numcols, int32_t numrows); void GAME_clearbackground(int32_t numcols, int32_t numrows);

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@ -343,16 +343,16 @@ static inline void P_PalFrom(DukePlayer_t *pPlayer, uint8_t f, uint8_t r, uint8_
} }
} }
void P_AddKills(DukePlayer_t * const pPlayer, uint16_t kills); void P_AddKills(DukePlayer_t * pPlayer, uint16_t kills);
int32_t A_GetHitscanRange(int spriteNum); int32_t A_GetHitscanRange(int spriteNum);
void P_GetInput(int playerNum); void P_GetInput(int playerNum);
void P_AddAmmo(DukePlayer_t * const pPlayer, int const weaponNum, int const addAmount); void P_AddAmmo(DukePlayer_t * pPlayer, int weaponNum, int addAmount);
void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum, int switchWeapon); void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum, int switchWeapon);
void P_CheckWeapon(DukePlayer_t *pPlayer); void P_CheckWeapon(DukePlayer_t *pPlayer);
void P_DisplayScuba(void); void P_DisplayScuba(void);
void P_DisplayWeapon(void); void P_DisplayWeapon(void);
void P_DropWeapon(int const playerNum); void P_DropWeapon(int playerNum);
int P_FindOtherPlayer(int playerNum, int32_t *d); int P_FindOtherPlayer(int playerNum, int32_t *pDist);
void P_FragPlayer(int playerNum); void P_FragPlayer(int playerNum);
void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer); void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
void P_ProcessInput(int playerNum); void P_ProcessInput(int playerNum);
@ -365,7 +365,7 @@ int P_GetHudPal(const DukePlayer_t *pPlayer);
int P_GetKneePal(const DukePlayer_t *pPlayer); int P_GetKneePal(const DukePlayer_t *pPlayer);
#ifdef __cplusplus #ifdef __cplusplus
} }
int P_GetKneePal(const DukePlayer_t *pPlayer, int const hudPal); int P_GetKneePal(const DukePlayer_t *pPlayer, int hudPal);
extern "C" { extern "C" {
#endif #endif
int P_GetOverheadPal(const DukePlayer_t *pPlayer); int P_GetOverheadPal(const DukePlayer_t *pPlayer);

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@ -152,8 +152,8 @@ enum
P2I_FWD_NON0 = 0+2, P2I_FWD_NON0 = 0+2,
P2I_BACK_NON0 = 1+2, P2I_BACK_NON0 = 1+2,
}; };
void G_Util_PtrToIdx(void *ptr, int32_t const count, const void *base, int32_t const mode); void G_Util_PtrToIdx(void *ptr, int32_t count, const void *base, int32_t mode);
void G_Util_PtrToIdx2(void *ptr, int32_t const count, size_t const stride, const void *base, int32_t const mode); void G_Util_PtrToIdx2(void *ptr, int32_t count, size_t stride, const void *base, int32_t mode);
#ifdef LUNATIC #ifdef LUNATIC
extern const char *(*El_SerializeGamevars)(int32_t *slenptr, int32_t levelnum); extern const char *(*El_SerializeGamevars)(int32_t *slenptr, int32_t levelnum);

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@ -88,14 +88,14 @@ extern void G_PrintGameText(int32_t tile, int32_t x, int32_t y, const char *t,
int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x1, int32_t y1, int32_t x2, int32_t y2,
int32_t z, int32_t a); int32_t z, int32_t a);
extern int32_t G_GetStringLineLength(const char *text, const char *end, const int32_t iter); extern int32_t G_GetStringLineLength(const char *text, const char *end, int32_t iter);
extern int32_t G_GetStringNumLines(const char *text, const char *end, const int32_t iter); extern int32_t G_GetStringNumLines(const char *text, const char *end, int32_t iter);
extern char* G_GetSubString(const char *text, const char *end, const int32_t iter, const int32_t length); extern char* G_GetSubString(const char *text, const char *end, int32_t iter, int32_t length);
extern int32_t G_GetStringTile(int32_t font, char *t, int32_t f); extern int32_t G_GetStringTile(int32_t font, char *t, int32_t f);
extern vec2_t G_ScreenTextSize(const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const char *str, const int32_t o, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, const int32_t x1, const int32_t y1, const int32_t x2, const int32_t y2); extern vec2_t G_ScreenTextSize(int32_t font, int32_t x, int32_t y, int32_t z, int32_t blockangle, const char *str, int32_t o, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2);
extern void G_AddCoordsFromRotation(vec2_t *coords, const vec2_t *unitDirection, const int32_t magnitude); extern void G_AddCoordsFromRotation(vec2_t *coords, const vec2_t *unitDirection, int32_t magnitude);
extern vec2_t G_ScreenText(const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle, const char *str, const int32_t shade, int32_t pal, int32_t o, int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2); extern vec2_t G_ScreenText(int32_t font, int32_t x, int32_t y, int32_t z, int32_t blockangle, int32_t charangle, const char *str, int32_t shade, int32_t pal, int32_t o, int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2);
extern vec2_t G_ScreenTextShadow(int32_t sx, int32_t sy, const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle, const char *str, const int32_t shade, int32_t pal, int32_t o, const int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2); extern vec2_t G_ScreenTextShadow(int32_t sx, int32_t sy, int32_t font, int32_t x, int32_t y, int32_t z, int32_t blockangle, int32_t charangle, const char *str, int32_t shade, int32_t pal, int32_t o, int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2);
#ifdef __cplusplus #ifdef __cplusplus
} }

View file

@ -114,37 +114,37 @@ typedef struct {
//extern map_t g_mapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music //extern map_t g_mapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music
void G_ActivateBySector(int sect,int j); void G_ActivateBySector(int sect,int spriteNum);
int S_FindMusicSFX(int sectNum, int *sndptr); int S_FindMusicSFX(int sectNum, int *sndptr);
int A_CallSound(int sectNum,int spriteNum); int A_CallSound(int sectNum,int spriteNum);
int A_CheckHitSprite(int spriteNum,int16_t *hitSprite); int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
void A_DamageObject_Internal(int spriteNum, int const dmgSrc); void A_DamageObject_Internal(int spriteNum, int dmgSrc);
void A_DamageObject(int spriteNum,int const dmgSrc); void A_DamageObject(int spriteNum,int dmgSrc);
void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t *pos, int atwith); void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t *pos, int weaponNum);
void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int atwith); void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int weaponNum);
int __fastcall A_FindPlayer(const spritetype *pSprite,int32_t *dist); int __fastcall A_FindPlayer(const spritetype *pSprite,int32_t *dist);
void G_AlignWarpElevators(void); void G_AlignWarpElevators(void);
int CheckDoorTile(int tileNum); int CheckDoorTile(int tileNum);
void G_AnimateCamSprite(int smoothRatio); void G_AnimateCamSprite(int smoothRatio);
void G_AnimateWalls(void); void G_AnimateWalls(void);
int G_ActivateWarpElevators(int s,int d); int G_ActivateWarpElevators(int s,int warpDir);
int G_CheckActivatorMotion(int lotag); int G_CheckActivatorMotion(int lotag);
void G_DoSectorAnimations(void); void G_DoSectorAnimations(void);
void G_OperateActivators(int nTag, int playerNum); void G_OperateActivators(int lotag, int playerNum);
void G_OperateForceFields(int spriteNum,int wallTag); void G_OperateForceFields(int spriteNum,int wallTag);
void G_OperateMasterSwitches(int nTag); void G_OperateMasterSwitches(int lotag);
void G_OperateRespawns(int lotag); void G_OperateRespawns(int lotag);
void G_OperateSectors(int sectNum,int spriteNum); void G_OperateSectors(int sectNum,int spriteNum);
void P_HandleSharedKeys(int playerNum); void P_HandleSharedKeys(int playerNum);
int GetAnimationGoal(const int32_t *animPtr); int GetAnimationGoal(const int32_t *animPtr);
int isanearoperator(int lotag); int isanearoperator(int lotag);
int isanunderoperator(int lotag); int isanunderoperator(int lotag);
int P_ActivateSwitch(int playerNum, int nObject, int nSwitchType); int P_ActivateSwitch(int playerNum, int wallOrSprite, int nSwitchType);
void P_CheckSectors(int snum); void P_CheckSectors(int playerNum);
void Sect_DamageFloor_Internal(int const spriteNum, int const sectNum); void Sect_DamageFloor_Internal(int spriteNum, int sectNum);
void Sect_DamageFloor(int const spriteNum, int const sectNum); void Sect_DamageFloor(int spriteNum, int sectNum);
void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum); void Sect_DamageCeiling_Internal(int spriteNum, int sectNum);
void Sect_DamageCeiling(int const spriteNum, int const sectNum); void Sect_DamageCeiling(int spriteNum, int sectNum);
int SetAnimation(int sectNum,int32_t *animPtr,int goalVal,int animVel); int SetAnimation(int sectNum,int32_t *animPtr,int goalVal,int animVel);
#define FORCEFIELD_CSTAT (64+16+4+1) #define FORCEFIELD_CSTAT (64+16+4+1)