nameless function parameters in p_action.h

This commit is contained in:
Fabian Greffrath 2024-12-19 11:55:47 +01:00
parent b53ee54b66
commit 8a8d4f8053

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@ -30,126 +30,126 @@ struct mobj_s;
// modified for years by Dehacked enthusiasts. The new BEX format
// allows more extensive changes (see d_deh.c)
void A_Light0(struct player_s *player, struct pspdef_s *psp);
void A_WeaponReady(struct player_s *player, struct pspdef_s *psp);
void A_Lower(struct player_s *player, struct pspdef_s *psp);
void A_Raise(struct player_s *player, struct pspdef_s *psp);
void A_Punch(struct player_s *player, struct pspdef_s *psp);
void A_ReFire(struct player_s *player, struct pspdef_s *psp);
void A_FirePistol(struct player_s *player, struct pspdef_s *psp);
void A_Light1(struct player_s *player, struct pspdef_s *psp);
void A_FireShotgun(struct player_s *player, struct pspdef_s *psp);
void A_Light2(struct player_s *player, struct pspdef_s *psp);
void A_FireShotgun2(struct player_s *player, struct pspdef_s *psp);
void A_CheckReload(struct player_s *player, struct pspdef_s *psp);
void A_OpenShotgun2(struct player_s *player, struct pspdef_s *psp);
void A_LoadShotgun2(struct player_s *player, struct pspdef_s *psp);
void A_CloseShotgun2(struct player_s *player, struct pspdef_s *psp);
void A_FireCGun(struct player_s *player, struct pspdef_s *psp);
void A_GunFlash(struct player_s *player, struct pspdef_s *psp);
void A_FireMissile(struct player_s *player, struct pspdef_s *psp);
void A_Saw(struct player_s *player, struct pspdef_s *psp);
void A_FirePlasma(struct player_s *player, struct pspdef_s *psp);
void A_BFGsound(struct player_s *player, struct pspdef_s *psp);
void A_FireBFG(struct player_s *player, struct pspdef_s *psp);
void A_BFGSpray(struct mobj_s *mo);
void A_Explode(struct mobj_s *thingy);
void A_Pain(struct mobj_s *actor);
void A_PlayerScream(struct mobj_s *mo);
void A_Fall(struct mobj_s *actor);
void A_XScream(struct mobj_s *actor);
void A_Look(struct mobj_s *actor);
void A_Chase(struct mobj_s *actor);
void A_FaceTarget(struct mobj_s *actor);
void A_PosAttack(struct mobj_s *actor);
void A_Scream(struct mobj_s *actor);
void A_SPosAttack(struct mobj_s *actor);
void A_VileChase(struct mobj_s *actor);
void A_VileStart(struct mobj_s *actor);
void A_VileTarget(struct mobj_s *actor);
void A_VileAttack(struct mobj_s *actor);
void A_StartFire(struct mobj_s *actor);
void A_Fire(struct mobj_s *actor);
void A_FireCrackle(struct mobj_s *actor);
void A_Tracer(struct mobj_s *actor);
void A_SkelWhoosh(struct mobj_s *actor);
void A_SkelFist(struct mobj_s *actor);
void A_SkelMissile(struct mobj_s *actor);
void A_FatRaise(struct mobj_s *actor);
void A_FatAttack1(struct mobj_s *actor);
void A_FatAttack2(struct mobj_s *actor);
void A_FatAttack3(struct mobj_s *actor);
void A_BossDeath(struct mobj_s *mo);
void A_CPosAttack(struct mobj_s *actor);
void A_CPosRefire(struct mobj_s *actor);
void A_TroopAttack(struct mobj_s *actor);
void A_SargAttack(struct mobj_s *actor);
void A_HeadAttack(struct mobj_s *actor);
void A_BruisAttack(struct mobj_s *actor);
void A_SkullAttack(struct mobj_s *actor);
void A_Metal(struct mobj_s *mo);
void A_SpidRefire(struct mobj_s *actor);
void A_BabyMetal(struct mobj_s *mo);
void A_BspiAttack(struct mobj_s *actor);
void A_Hoof(struct mobj_s *mo);
void A_CyberAttack(struct mobj_s *actor);
void A_PainAttack(struct mobj_s *actor);
void A_PainDie(struct mobj_s *actor);
void A_KeenDie(struct mobj_s *mo);
void A_BrainPain(struct mobj_s *mo);
void A_BrainScream(struct mobj_s *mo);
void A_BrainDie(struct mobj_s *mo);
void A_BrainAwake(struct mobj_s *mo);
void A_BrainSpit(struct mobj_s *mo);
void A_SpawnSound(struct mobj_s *mo);
void A_SpawnFly(struct mobj_s *mo);
void A_BrainExplode(struct mobj_s *mo);
void A_Detonate(struct mobj_s *mo); // killough 8/9/98
void A_Mushroom(struct mobj_s *actor); // killough 10/98
void A_Die(struct mobj_s *actor); // killough 11/98
void A_Spawn(struct mobj_s *mo); // killough 11/98
void A_Turn(struct mobj_s *mo); // killough 11/98
void A_Face(struct mobj_s *mo); // killough 11/98
void A_Scratch(struct mobj_s *mo); // killough 11/98
void A_PlaySound(struct mobj_s *mo); // killough 11/98
void A_RandomJump(struct mobj_s *mo); // killough 11/98
void A_LineEffect(struct mobj_s *mo); // killough 11/98
void A_Light0(struct player_s *, struct pspdef_s *);
void A_WeaponReady(struct player_s *, struct pspdef_s *);
void A_Lower(struct player_s *, struct pspdef_s *);
void A_Raise(struct player_s *, struct pspdef_s *);
void A_Punch(struct player_s *, struct pspdef_s *);
void A_ReFire(struct player_s *, struct pspdef_s *);
void A_FirePistol(struct player_s *, struct pspdef_s *);
void A_Light1(struct player_s *, struct pspdef_s *);
void A_FireShotgun(struct player_s *, struct pspdef_s *);
void A_Light2(struct player_s *, struct pspdef_s *);
void A_FireShotgun2(struct player_s *, struct pspdef_s *);
void A_CheckReload(struct player_s *, struct pspdef_s *);
void A_OpenShotgun2(struct player_s *, struct pspdef_s *);
void A_LoadShotgun2(struct player_s *, struct pspdef_s *);
void A_CloseShotgun2(struct player_s *, struct pspdef_s *);
void A_FireCGun(struct player_s *, struct pspdef_s *);
void A_GunFlash(struct player_s *, struct pspdef_s *);
void A_FireMissile(struct player_s *, struct pspdef_s *);
void A_Saw(struct player_s *, struct pspdef_s *);
void A_FirePlasma(struct player_s *, struct pspdef_s *);
void A_BFGsound(struct player_s *, struct pspdef_s *);
void A_FireBFG(struct player_s *, struct pspdef_s *);
void A_BFGSpray(struct mobj_s *);
void A_Explode(struct mobj_s *);
void A_Pain(struct mobj_s *);
void A_PlayerScream(struct mobj_s *);
void A_Fall(struct mobj_s *);
void A_XScream(struct mobj_s *);
void A_Look(struct mobj_s *);
void A_Chase(struct mobj_s *);
void A_FaceTarget(struct mobj_s *);
void A_PosAttack(struct mobj_s *);
void A_Scream(struct mobj_s *);
void A_SPosAttack(struct mobj_s *);
void A_VileChase(struct mobj_s *);
void A_VileStart(struct mobj_s *);
void A_VileTarget(struct mobj_s *);
void A_VileAttack(struct mobj_s *);
void A_StartFire(struct mobj_s *);
void A_Fire(struct mobj_s *);
void A_FireCrackle(struct mobj_s *);
void A_Tracer(struct mobj_s *);
void A_SkelWhoosh(struct mobj_s *);
void A_SkelFist(struct mobj_s *);
void A_SkelMissile(struct mobj_s *);
void A_FatRaise(struct mobj_s *);
void A_FatAttack1(struct mobj_s *);
void A_FatAttack2(struct mobj_s *);
void A_FatAttack3(struct mobj_s *);
void A_BossDeath(struct mobj_s *);
void A_CPosAttack(struct mobj_s *);
void A_CPosRefire(struct mobj_s *);
void A_TroopAttack(struct mobj_s *);
void A_SargAttack(struct mobj_s *);
void A_HeadAttack(struct mobj_s *);
void A_BruisAttack(struct mobj_s *);
void A_SkullAttack(struct mobj_s *);
void A_Metal(struct mobj_s *);
void A_SpidRefire(struct mobj_s *);
void A_BabyMetal(struct mobj_s *);
void A_BspiAttack(struct mobj_s *);
void A_Hoof(struct mobj_s *);
void A_CyberAttack(struct mobj_s *);
void A_PainAttack(struct mobj_s *);
void A_PainDie(struct mobj_s *);
void A_KeenDie(struct mobj_s *);
void A_BrainPain(struct mobj_s *);
void A_BrainScream(struct mobj_s *);
void A_BrainDie(struct mobj_s *);
void A_BrainAwake(struct mobj_s *);
void A_BrainSpit(struct mobj_s *);
void A_SpawnSound(struct mobj_s *);
void A_SpawnFly(struct mobj_s *);
void A_BrainExplode(struct mobj_s *);
void A_Detonate(struct mobj_s *); // killough 8/9/98
void A_Mushroom(struct mobj_s *); // killough 10/98
void A_Die(struct mobj_s *); // killough 11/98
void A_Spawn(struct mobj_s *); // killough 11/98
void A_Turn(struct mobj_s *); // killough 11/98
void A_Face(struct mobj_s *); // killough 11/98
void A_Scratch(struct mobj_s *); // killough 11/98
void A_PlaySound(struct mobj_s *); // killough 11/98
void A_RandomJump(struct mobj_s *); // killough 11/98
void A_LineEffect(struct mobj_s *); // killough 11/98
// killough 7/19/98: classic BFG firing function
void A_FireOldBFG(struct player_s *player, struct pspdef_s *psp);
void A_FireOldBFG(struct player_s *, struct pspdef_s *);
// killough 10/98: beta lost souls attacked different
void A_BetaSkullAttack(struct mobj_s *actor);
void A_Stop(struct mobj_s *actor);
void A_BetaSkullAttack(struct mobj_s *);
void A_Stop(struct mobj_s *);
// [XA] New mbf21 codepointers
void A_SpawnObject(struct mobj_s *actor);
void A_MonsterProjectile(struct mobj_s *actor);
void A_MonsterBulletAttack(struct mobj_s *actor);
void A_MonsterMeleeAttack(struct mobj_s *actor);
void A_RadiusDamage(struct mobj_s *actor);
void A_NoiseAlert(struct mobj_s *actor);
void A_HealChase(struct mobj_s *actor);
void A_SeekTracer(struct mobj_s *actor);
void A_FindTracer(struct mobj_s *actor);
void A_ClearTracer(struct mobj_s *actor);
void A_JumpIfHealthBelow(struct mobj_s *actor);
void A_JumpIfTargetInSight(struct mobj_s *actor);
void A_JumpIfTargetCloser(struct mobj_s *actor);
void A_JumpIfTracerInSight(struct mobj_s *actor);
void A_JumpIfTracerCloser(struct mobj_s *actor);
void A_JumpIfFlagsSet(struct mobj_s *actor);
void A_AddFlags(struct mobj_s *actor);
void A_RemoveFlags(struct mobj_s *actor);
void A_WeaponProjectile(struct player_s *player, struct pspdef_s *psp);
void A_WeaponBulletAttack(struct player_s *player, struct pspdef_s *psp);
void A_WeaponMeleeAttack(struct player_s *player, struct pspdef_s *psp);
void A_WeaponSound(struct player_s *player, struct pspdef_s *psp);
void A_WeaponAlert(struct player_s *player, struct pspdef_s *psp);
void A_WeaponJump(struct player_s *player, struct pspdef_s *psp);
void A_ConsumeAmmo(struct player_s *player, struct pspdef_s *psp);
void A_CheckAmmo(struct player_s *player, struct pspdef_s *psp);
void A_RefireTo(struct player_s *player, struct pspdef_s *psp);
void A_GunFlashTo(struct player_s *player, struct pspdef_s *psp);
void A_SpawnObject(struct mobj_s *);
void A_MonsterProjectile(struct mobj_s *);
void A_MonsterBulletAttack(struct mobj_s *);
void A_MonsterMeleeAttack(struct mobj_s *);
void A_RadiusDamage(struct mobj_s *);
void A_NoiseAlert(struct mobj_s *);
void A_HealChase(struct mobj_s *);
void A_SeekTracer(struct mobj_s *);
void A_FindTracer(struct mobj_s *);
void A_ClearTracer(struct mobj_s *);
void A_JumpIfHealthBelow(struct mobj_s *);
void A_JumpIfTargetInSight(struct mobj_s *);
void A_JumpIfTargetCloser(struct mobj_s *);
void A_JumpIfTracerInSight(struct mobj_s *);
void A_JumpIfTracerCloser(struct mobj_s *);
void A_JumpIfFlagsSet(struct mobj_s *);
void A_AddFlags(struct mobj_s *);
void A_RemoveFlags(struct mobj_s *);
void A_WeaponProjectile(struct player_s *, struct pspdef_s *);
void A_WeaponBulletAttack(struct player_s *, struct pspdef_s *);
void A_WeaponMeleeAttack(struct player_s *, struct pspdef_s *);
void A_WeaponSound(struct player_s *, struct pspdef_s *);
void A_WeaponAlert(struct player_s *, struct pspdef_s *);
void A_WeaponJump(struct player_s *, struct pspdef_s *);
void A_ConsumeAmmo(struct player_s *, struct pspdef_s *);
void A_CheckAmmo(struct player_s *, struct pspdef_s *);
void A_RefireTo(struct player_s *, struct pspdef_s *);
void A_GunFlashTo(struct player_s *, struct pspdef_s *);
#endif