#pragma once #include "screenjob.h" #include "constants.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(void); void RANDOMSCRAP(spritetype* s, int i); void ms(short i); void movecrane(int i, int crane); void movefountain(int i, int fountain); void moveflammable(int i, int tire, int box, int pool); void detonate(int i, int explosion); void movemasterswitch(int i, int spectype1, int spectype2); void movetrash(int i); void movewaterdrip(int i, int drip); void movedoorshock(int i); void movetouchplate(int i, int plate); void movecanwithsomething(int i); void bounce(int i); void movetongue(int i, int tongue, int jaw); void moveooz(int i, int seenine, int seeninedead, int ooz, int explosion); void lotsofstuff(spritetype* s, short n, int spawntype); bool respawnmarker(int i, int yellow, int green); bool rat(int i, bool makesound); bool queball(int i, int pocket, int queball, int stripeball); void forcesphere(int i, int forcesphere); void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(int i)); void ooz(int i); void reactor(int i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK); void camera(int i); void forcesphere(int i); void watersplash2(int i); void frameeffect1(int i); bool money(int i, int BLOODPOOL); bool jibs(int i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2); bool bloodpool(int i, bool puke, int TIRE); void shell(int i, bool morecheck); void glasspieces(int i); void scrap(int i, int SCRAP1, int SCRAP6); void handle_se00(int i, int LASERLINE); void handle_se01(int i); void handle_se14(int i, bool checkstat, int RPG, int JIBS6); void handle_se30(int i, int JIBS6); void handle_se02(int i); void handle_se03(int i); void handle_se04(int i); void handle_se05(int i, int FIRELASER); void handle_se08(int i, bool checkhitag1); void handle_se10(int i, const int *); void handle_se11(int i); void handle_se12(int i, int planeonly = 0); void handle_se13(int i); void handle_se15(int i); void handle_se16(int i, int REACTOR, int REACTOR2); void handle_se17(int i); void handle_se18(int i, bool morecheck); void handle_se19(int i, int BIGFORCE); void handle_se20(int i); void handle_se21(int i); void handle_se22(int i); void handle_se26(int i); void handle_se27(int i); void handle_se32(int i); void handle_se35(int i, int SMALLSMOKE, int EXPLOSION2); void handle_se128(int i); void handle_se130(int i, int countmax, int EXPLOSION2); void respawn_rrra(int i, int j); 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(int num); void addammo(int weapon, struct player_struct* p, int amount); int ssp(int i, unsigned int cliptype); //The set sprite function void insertspriteq(int 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 applylook(int snum, double factor, fixed_t adjustment); void checklook(int snum, int sb_snum); void playerCenterView(int snum); void playerLookUp(int snum, ESyncBits sb_snum); void playerLookDown(int snum, ESyncBits sb_snum); void playerAimUp(int snum, ESyncBits sb_snum); void playerAimDown(int snum, ESyncBits sb_snum); bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz); 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 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); int LocateTheLocator(int const tag, int const sectnum); void clearcamera(player_struct* ps); void showtwoscreens(const CompletionFunc& func); void doorders(const CompletionFunc& func); void execute(int s, int p, int d); void makeitfall(int s); int furthestangle(int snum, int angDiv); void getglobalz(int s); int getincangle(int c, int n); 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 clearfifo(void); 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 drawstatusbar_d(int snum); void drawstatusbar_r(int snum); void drawoverheadmap(int cposx, int cposy, int czoom, int cang); void cameratext(int i); void dobonus(int bonusonly, const CompletionFunc& completion); void dobonus_d(bool bonusonly, const CompletionFunc& completion); void dobonus_r(bool bonusonly, const CompletionFunc& completion); void displayrest(double smoothratio); void drawbackground(void); void displayrooms(int32_t playerNum, int32_t 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(); int 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 nonsharedkeys(void); void apply_seasick(player_struct* p, double scalefactor); void calcviewpitch(player_struct* p, double factor); void sethorizon(int snum, int sb_snum, double factor, fixed_t adjustment); bool movementBlocked(int snum); void GetInput(); void startmainmenu(); void loadcons(); 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 backuplook(player_struct* p); void backupview(player_struct* p); void backupweapon(player_struct* p); void resetinputhelpers(player_struct* p); void checkhardlanding(player_struct* p); void playerweaponsway(player_struct* p, spritetype* s); void playerAddAngle(player_struct* p, int ang); void playerSetAngle(player_struct* p, int ang); void playerAddHoriz(player_struct* p, int horiz); void playerSetHoriz(player_struct* p, int horiz); END_DUKE_NS