- SW compiles.

This required taking lots of function prototypes out of functions because they won't get a namespace in there.
This commit is contained in:
Christoph Oelckers 2019-10-09 19:58:09 +02:00
parent 70004665fd
commit 0f4abfa4f4
41 changed files with 185 additions and 1803 deletions

View file

@ -47,6 +47,23 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
int InitSwordAttack(PLAYERp pp);
PANEL_SPRITEp InitWeaponUziSecondaryReload(PANEL_SPRITEp);
PANEL_SPRITEp InitWeaponUzi2(PANEL_SPRITEp);
int InitShotgun(PLAYERp pp);
int InitRail(PLAYERp pp);
int InitEMP(PLAYERp pp);
int InitMicro(PLAYERp pp);
int InitRocket(PLAYERp pp);
int InitNuke(PLAYERp pp);
int InitGrenade(PLAYERp pp);
int InitMine(PLAYERp pp);
int InitFistAttack(PLAYERp pp);
//#define UK_VERSION TRUE
#define PANF_UZI_XFLIP (BIT(21))
@ -1628,7 +1645,6 @@ pSwordAction(PANEL_SPRITEp psp)
void
pSwordAttack(PANEL_SPRITEp psp)
{
int InitSwordAttack(PLAYERp pp);
InitSwordAttack(psp->PlayerP);
}
@ -2336,7 +2352,6 @@ pUziReloadRetract(PANEL_SPRITEp nclip)
void
pUziDoneReload(PANEL_SPRITEp psp)
{
PANEL_SPRITEp InitWeaponUziSecondaryReload(PANEL_SPRITEp);
PLAYERp pp = psp->PlayerP;
@ -2438,7 +2453,6 @@ pUziClip(PANEL_SPRITEp oclip)
void
InitWeaponUzi(PLAYERp pp)
{
PANEL_SPRITEp InitWeaponUzi2(PANEL_SPRITEp);
PANEL_SPRITEp psp = NULL;
if (Prediction)
@ -3540,8 +3554,6 @@ pShotgunAction(PANEL_SPRITEp psp)
void
pShotgunFire(PANEL_SPRITEp psp)
{
int InitShotgun(PLAYERp pp);
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 32);
InitShotgun(psp->PlayerP);
//SpawnShotgunShell(psp);
@ -3940,9 +3952,6 @@ pRailAction(PANEL_SPRITEp psp)
void
pRailFire(PANEL_SPRITEp psp)
{
int InitRail(PLAYERp pp);
int InitEMP(PLAYERp pp);
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 16);
if (psp->PlayerP->WpnRailType == 0)
InitRail(psp->PlayerP);
@ -4939,10 +4948,6 @@ pMicroAction(PANEL_SPRITEp psp)
void
pMicroFire(PANEL_SPRITEp psp)
{
int InitMicro(PLAYERp pp);
int InitRocket(PLAYERp pp);
int InitNuke(PLAYERp pp);
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 20);
switch (psp->PlayerP->WpnRocketType)
{
@ -5268,6 +5273,7 @@ pHeartActionBlood(PANEL_SPRITEp psp)
SpawnHeartBlood(psp);
}
void InitHeartAttack(PLAYERp pp);
void
pHeartAttack(PANEL_SPRITEp psp)
@ -5275,7 +5281,6 @@ pHeartAttack(PANEL_SPRITEp psp)
PLAYERp pp = psp->PlayerP;
// CTW MODIFICATION
//int InitHeartAttack(PLAYERp pp);
void InitHeartAttack(PLAYERp pp);
// CTW MODIFICATION END
PlaySound(DIGI_HEARTFIRE,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan);
@ -5810,8 +5815,6 @@ pGrenadeAction(PANEL_SPRITEp psp)
void
pGrenadeFire(PANEL_SPRITEp psp)
{
int InitGrenade(PLAYERp pp);
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 32);
InitGrenade(psp->PlayerP);
}
@ -6056,8 +6059,6 @@ pMineAction(PANEL_SPRITEp psp)
void
pMineThrow(PANEL_SPRITEp psp)
{
int InitMine(PLAYERp pp);
InitMine(psp->PlayerP);
}
@ -7018,8 +7019,6 @@ pFistAction(PANEL_SPRITEp psp)
void
pFistAttack(PANEL_SPRITEp psp)
{
int InitFistAttack(PLAYERp pp);
InitFistAttack(psp->PlayerP);
}