raze/source/exhumed/src/move.h

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#ifndef __move_h__
#define __move_h__
// 16 bytes
struct BlockInfo
{
int x;
int y;
int field_8;
short nSprite;
};
extern BlockInfo sBlockInfo[];
extern int hihit;
extern short nChunkSprite[];
signed int lsqrt(int a1);
void MoveThings();
void ResetMoveFifo();
void InitChunks();
void InitPushBlocks();
void Gravity(short nSprite);
short UpdateEnemy(short *nEnemy);
int MoveCreature(short nSprite);
int MoveCreatureWithCaution(int nSprite);
void WheresMyMouth(int nPlayer, int *x, int *y, int *z, short *sectnum);
int GetSpriteHeight(int nSprite);
int GrabBody();
int GrabBodyGunSprite();
void CreatePushBlock(int nSector);
void FuncCreatureChunk(int a, int, int nRun);
int FindPlayer(int nSprite, int nVal);
int BuildCreatureChunk(int nVal, int nPic);
void BuildNear(int x, int y, int walldist, int nSector);
int BelowNear(short nSprite);
int PlotCourseToSprite(int nSprite1, int nSprite2);
void CheckSectorFloor(short nSector, int z, int *a, int *b);
int GetAngleToSprite(int nSprite1, int nSprite2);
int GetWallNormal(short nWall);
int GetUpAngle(short nSprite1, int nVal, short nSprite2, int ecx);
void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel);
int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1);
void SetQuake(short nSprite, int nVal);
#endif