raze/source/games/sw/src/misc.h

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#pragma once
#include "game.h"
// This consolidates the contents of several smaller includes
BEGIN_SW_NS
enum
{
CACHE_SOUND_PRECACHE = 0,
CACHE_SOUND_PLAY =1
};
void DoTheCache(void);
void InitCheats();
void MapColors(short num,COLOR_MAP cm,short create);
int32_t CONFIG_ReadSetup(void);
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DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum);
bool WarpSectorInfo(short sectnum, DSWActor** sp_warp);
DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, int* sectnum);
[[deprecated]]
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DSWActor* Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
{
int sect16 = *sectnum;
auto p= Warp(x, y, z, &sect16);
*sectnum = sect16;
return p;
}
[[deprecated]]
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DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
{
int sect16 = *sectnum;
auto p= WarpPlane(x, y, z, &sect16);
*sectnum = sect16;
return p;
}
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void ProcessVisOn(void);
void VisViewChange(PLAYERp pp, int* vis);
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void SpawnVis(DSWActor* Parent, short sectnum, int x, int y, int z, int amt);
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enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
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int ActorFollowTrack(DSWActor*, short locktics);
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void ActorLeaveTrack(short SpriteNum);
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void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic);
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void TrackSetup(void);
void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy);
void PlaceSectorObjectsOnTracks(void);
void PlaceActorsOnTracks(void);
void SetupSectorObject(short sectnum, short tag);
void PostSetupSectorObject(void);
void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator);
void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny);
void KillSectorObjectSprites(SECTOR_OBJECTp sop);
void MoveSectorObjects(SECTOR_OBJECTp sop, short locktics);
#define TEXT_INFO_TIME (3)
#define TEXT_INFO_Y (40)
#define TEXT_INFO_YOFF (10)
inline constexpr int TEXT_INFO_LINE(int line) { return (TEXT_INFO_Y + ((line)*TEXT_INFO_YOFF)); }
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void PutStringInfo(PLAYERp pp, const char* string);
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void DoSlidorMatch(PLAYERp pp, short match, bool);
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bool TestSlidorMatchActive(short match);
void InterpSectorSprites(short sectnum, bool state);
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using INTERP_FUNC = void(*)(int, int);
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void SetSlidorActive(DSWActor*);
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void DoSlidorInterp(DSWActor*, INTERP_FUNC);
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int DoBeginJump(DSWActor* actor);
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int DoJump(DSWActor* actor);
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int DoBeginFall(DSWActor* actor);
int DoFall(DSWActor* actor);
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void KeepActorOnFloor(DSWActor* actor);
int DoActorSlide(DSWActor* actor);
int DoActorSectorDamage(DSWActor* actor);
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int DoScaleSprite(DSWActor* actor);
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int DoActorStopFall(DSWActor* actor);
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void InitPlayerSprite(PLAYERp pp);
void InitAllPlayerSprites(void);
void PlayerPanelSetup(void);
void PlayerDeathReset(PLAYERp pp);
void SpawnPlayerUnderSprite(PLAYERp pp);
void DoQuakeMatch(short match);
void ProcessQuakeOn(void);
void ProcessQuakeSpot(void);
void QuakeViewChange(PLAYERp pp, int* z_diff, int* x_diff, int* y_diff, short* ang_diff);
void DoQuake(PLAYERp pp);
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bool SetQuake(PLAYERp pp, short tics, short amt);
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int SetExpQuake(int16_t Weapon);
int SetGunQuake(int16_t SpriteNum);
int SetPlayerQuake(PLAYERp mpp);
int SetNuclearQuake(int16_t Weapon);
int SetSumoQuake(DSWActor*);
int SetSumoFartQuake(DSWActor*);
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END_SW_NS