2020-06-24 19:21:02 +00:00
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#pragma once
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// shared functions
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void movecyclers(void);
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void movedummyplayers(void);
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void resetlanepics(void);
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void moveplayers();
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void doanimations();
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void movefx();
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void ms(short i);
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void movecrane(int i, int crane);
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void movefountain(int i, int fountain);
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void moveflammable(int i, int tire, int box, int pool);
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void detonate(int i, int explosion);
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void movemasterswitch(int i, int spectype1, int spectype2);
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void movetrash(int i);
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void movewaterdrip(int i, int drip);
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void movedoorshock(int i);
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void movetouchplate(int i, int plate);
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void movecanwithsomething(int i);
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void bounce(int i);
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void movetongue(int i, int tongue, int jaw);
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void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion);
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void lotsofstuff(spritetype* s, short n, int spawntype);
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bool respawnmarker(int i, int yellow, int green);
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bool rat(int i, bool makesound);
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bool queball(int i, int pocket, int queball, int stripeball);
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void forcesphere(int i, int forcesphere);
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void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i));
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void ooz(int i);
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void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT);
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void camera(int i);
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void forcesphere(int i);
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void watersplash2(int i);
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void frameeffect1(int i);
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bool money(int i, int BLOODPOOL);
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bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2);
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bool bloodpool(int i, bool puke, int TIRE);
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void shell(int i, bool morecheck);
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void glasspieces(int i);
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void scrap(int i, int SCRAP1, int SCRAP6);
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void handle_se00(int i, int LASERLINE);
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void handle_se01(int i);
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void handle_se14(int i, bool checkstat, int RPG, int JIBS6);
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void handle_se30(int i, int JIBS6);
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void handle_se02(int i);
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void handle_se03(int i);
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void handle_se04(int i);
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void handle_se05(int i, int FIRELASER);
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void handle_se08(int i, bool checkhitag1);
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void handle_se10(int i, const int *);
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void handle_se11(int i);
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void handle_se12(int i, int planeonly = 0);
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void handle_se13(int i);
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void handle_se15(int i);
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void handle_se16(int i, int REACTOR, int REACTOR2);
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void handle_se17(int i);
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void handle_se18(int i, bool morecheck);
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void handle_se19(int i, int BIGFORCE);
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void handle_se20(int i);
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void handle_se21(int i);
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void handle_se22(int i);
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void handle_se26(int i);
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void handle_se27(int i);
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void handle_se32(int i);
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void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2);
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void handle_se128(int i);
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void handle_se130(int i, int countmax, int EXPLOSION2);
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void respawn_rrra(int i, int j);
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int dodge(spritetype*);
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void alterang(int a, int g_i, int g_p);
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void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
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void checkavailweapon(struct player_struct* p);
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2020-06-30 15:30:48 +00:00
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void deletesprite(int num);
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2020-06-24 19:21:02 +00:00
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