#pragma once #include "screenjob.h" #include "constants.h" #include "packet.h" #include "types.h" struct MapRecord; BEGIN_DUKE_NS // dumping ground for all external function prototypes to keep them out of the important headers. // This list is not sorted in any way. void lava_cleararrays(); void addjaildoor(int p1, int p2, int iht, int jlt, int p3, int h); void addminecart(int p1, int p2, int i, int iht, int p3, int childsectnum); void addtorch(int i); void addlightning(int i); void movecyclers(void); void movedummyplayers(void); void resetlanepics(void); void moveplayers(); void doanimations(); void movefx(); void moveclouds(double smoothratio); void RANDOMSCRAP(DDukeActor* i); void ms(DDukeActor* i); void movecrane(DDukeActor* i, int crane); void movefountain(DDukeActor* i, int fountain); void moveflammable(DDukeActor* i, int tire, int box, int pool); void detonate(DDukeActor* i, int explosion); void movemasterswitch(DDukeActor* i, int spectype1, int spectype2); void movetrash(DDukeActor* i); void movewaterdrip(DDukeActor* i, int drip); void movedoorshock(DDukeActor* i); void movetouchplate(DDukeActor* i, int plate); void movecanwithsomething(DDukeActor* i); void bounce(DDukeActor* i); void movetongue(DDukeActor* i, int tongue, int jaw); void rpgexplode(DDukeActor* i, int j, const vec3_t& pos, int EXPLOSION2, int EXPLOSIONBOT2, int newextra, int playsound); void moveooz(DDukeActor* i, int seenine, int seeninedead, int ooz, int explosion); void lotsofstuff(DDukeActor* s, int n, int spawntype); bool respawnmarker(DDukeActor* i, int yellow, int green); bool rat(DDukeActor* i, bool makesound); bool queball(DDukeActor* i, int pocket, int queball, int stripeball); void forcesphere(DDukeActor* i, int forcesphere); void recon(DDukeActor* i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(DDukeActor* i)); void ooz(DDukeActor* i); void reactor(DDukeActor* i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK); void camera(DDukeActor* i); void forcesphereexplode(DDukeActor* i); void watersplash2(DDukeActor* i); void frameeffect1(DDukeActor* i); bool money(DDukeActor* i, int BLOODPOOL); bool jibs(DDukeActor* i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2); bool bloodpool(DDukeActor* i, bool puke, int TIRE); void shell(DDukeActor* i, bool morecheck); void glasspieces(DDukeActor* i); void scrap(DDukeActor* i, int SCRAP1, int SCRAP6); void handle_se00(DDukeActor* i, int LASERLINE); void handle_se01(DDukeActor* i); void handle_se14(DDukeActor* i, bool checkstat, int RPG, int JIBS6); void handle_se30(DDukeActor* i, int JIBS6); void handle_se02(DDukeActor* i); void handle_se03(DDukeActor* i); void handle_se04(DDukeActor* i); void handle_se05(DDukeActor* i, int FIRELASER); void handle_se08(DDukeActor* i, bool checkhitag1); void handle_se10(DDukeActor* i, const int *); void handle_se11(DDukeActor* i); void handle_se12(DDukeActor* i, int planeonly = 0); void handle_se13(DDukeActor* i); void handle_se15(DDukeActor* i); void handle_se16(DDukeActor* i, int REACTOR, int REACTOR2); void handle_se17(DDukeActor* i); void handle_se18(DDukeActor* i, bool morecheck); void handle_se19(DDukeActor* i, int BIGFORCE); void handle_se20(DDukeActor* i); void handle_se21(DDukeActor* i); void handle_se22(DDukeActor* i); void handle_se24(DDukeActor* actor, int16_t* list1, int16_t* list2, int TRIPBOMB, int LASERLINE, int CRANE, int shift); void handle_se26(DDukeActor* i); void handle_se27(DDukeActor* i); void handle_se32(DDukeActor* i); void handle_se35(DDukeActor* i, int SMALLSMOKE, int EXPLOSION2); void handle_se128(DDukeActor* i); void handle_se130(DDukeActor* i, int countmax, int EXPLOSION2); void respawn_rrra(DDukeActor* oldact, DDukeActor* newact); int dodge(spritetype*); void alterang(int a, int g_i, int g_p); 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*)); void checkavailweapon(struct player_struct* p); void deletesprite(DDukeActor* num); void addammo(int weapon, struct player_struct* p, int amount); int ssp(DDukeActor* i, unsigned int cliptype); //The set sprite function void insertspriteq(DDukeActor *i); int wakeup(int sn, int pn); int timedexit(int snum); void dokneeattack(int snum, int pi, const std::initializer_list& respawnlist); int endoflevel(int snum); void playerisdead(int snum, int psectlotag, int fz, int cz); void footprints(int snum); int makepainsounds(int snum, int type); void playerCrouch(int snum); void playerJump(int snum, int fz, int cz); void processavel(player_struct* p, float* avel); void checklook(int snum, ESyncBits actions); void playerCenterView(int snum); void playerLookUp(int snum, ESyncBits actions); void playerLookDown(int snum, ESyncBits actions); void playerAimUp(int snum, ESyncBits actions); void playerAimDown(int snum, ESyncBits actions); bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, fixed_t q16horiz, double smoothratio); void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n); int hits(int i); int hitasprite(int i, short* hitsp); int aim(spritetype* s, int aang); void checkweapons(struct player_struct* const p); int findotherplayer(int p, int* d); void quickkill(struct player_struct* p); void setpal(struct player_struct* p); int madenoise(int playerNum); int haskey(int sect, int snum); void shootbloodsplat(int i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST); void breakwall(short newpn, short spr, short dawallnum); void callsound2(int soundNum, int playerNum); int callsound(int sectnum,int snum); int hitasprite(int snum,short *hitSprite); int findplayer(const spritetype* s, int* dist); void operatejaildoors(int hitag); void allignwarpelevators(void); bool isablockdoor(int tileNum); bool activatewarpelevators(int s, int w); int check_activator_motion(int lotag); void operateactivators(int l, int w); void operateforcefields_common(int s, int low, const std::initializer_list& tiles); void operatemasterswitches(int lotag); void operatesectors(int s, int i); void hud_input(int playerNum); int getanimationgoal(int animtype, int animindex); bool isanearoperator(int lotag); bool isanunderoperator(int lotag); int setanimation(short animsect, int animtype, int animindex, int thegoal, int thevel); void dofurniture(int wallNum, int sectnum, int playerNum); void dotorch(); int hitawall(struct player_struct* pl, int* hitWall); int hits(int snum); void clearsectinterpolate(int sprnum); void setsectinterpolate(int sprnum); DDukeActor* LocateTheLocator(int n, int sectnum); void clearcamera(player_struct* ps); void showtwoscreens(const CompletionFunc& func); void doorders(const CompletionFunc& func); void LoadActor(int i, int p, int x); void execute(int s, int p, int d); void makeitfall(int s); int furthestangle(int snum, int angDiv); void getglobalz(int s); void OnEvent(int id, int pnum = -1, int snum = -1, int dist = -1); short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, short s_ow, signed char s_ss); void ceilingglass(int snum, int sectnum, int cnt); void spriteglass(int snum, int cnt); void lotsofcolourglass(int snum, int wallNum, int cnt); void lotsofglass(int snum, int wallnum, int cnt); void addspritetodelete(int spnum); void checkavailinven(struct player_struct* p); int initspriteforspawn(int j, int pn, const std::initializer_list &excludes); void spawninitdefault(int j, int i); void spawntransporter(int j, int i, bool beam); int spawnbloodpoolpart1(int j, int i); void initfootprint(int j, int i); void initshell(int j, int i, bool isshell); void initcrane(int j, int i, int CRANEPOLE); void initwaterdrip(int j, int i); int initreactor(int j, int i, bool isrecon); void spawneffector(int i); void gameexitfrommenu(); int startrts(int lumpNum, int localPlayer); void pickrandomspot(int pn); void resetinventory(int pn); void resetplayerstats(int pn); void resetweapons(int pn); void resetprestat(int snum, int g); void prelevel_common(int g); void cacheit_d(); void cacheit_r(); void FTA(int q, struct player_struct* p); void OnMotorcycle(player_struct *pl, int snum); void OffMotorcycle(player_struct *pl); void OnBoat(player_struct *pl, int snum); void OffBoat(player_struct *pl); void cameratext(int i); void dobonus(int bonusonly, const CompletionFunc& completion); void dobonus_d(int bonusonly, const CompletionFunc& completion); void dobonus_r(int bonusonly, const CompletionFunc& completion); void drawoverlays(double smoothratio); void drawbackground(void); void displayrooms(int32_t playerNum, double smoothratio); void setgamepalette(int palid); void resetmys(); void resettimevars(); bool setnextmap(bool checksecretexit); void prelevel_d(int g); void prelevel_r(int g); void e4intro(const CompletionFunc& completion); void exitlevel(MapRecord *next); void enterlevel(MapRecord* mi, int gm); void donewgame(MapRecord* map, int sk); void startnewgame(MapRecord* map, int skill); void setlocalplayerinput(player_struct *pp); int playercolor2lookup(int color); void PlayerColorChanged(void); void apply_seasick(player_struct* p, double scalefactor); void calcviewpitch(player_struct* p, double factor); bool movementBlocked(int snum); void loadcons(); void recordoldspritepos(); void updateinterpolations(); void restoreinterpolations(); void setinterpolation(int* posptr); void stopinterpolation(int* posptr); void dointerpolations(int smoothratio); int* animateptr(int i); void backuppos(player_struct* p, bool noclipping = false); void backupweapon(player_struct* p); void checkhardlanding(player_struct* p); void playerweaponsway(player_struct* p, spritetype* s); END_DUKE_NS