diff --git a/src/p_action.h b/src/p_action.h index a80ed6e1..0e369d1f 100644 --- a/src/p_action.h +++ b/src/p_action.h @@ -25,6 +25,10 @@ #ifndef __P_ACTION__ #define __P_ACTION__ +#include "d_player.h" +#include "p_pspr.h" +#include "p_mobj.h" + // ******************************************************************** // Function addresses or Code Pointers // ******************************************************************** @@ -32,124 +36,124 @@ // modified for years by Dehacked enthusiasts. The new BEX format // allows more extensive changes (see d_deh.c) -extern void A_Light0(); -extern void A_WeaponReady(); -extern void A_Lower(); -extern void A_Raise(); -extern void A_Punch(); -extern void A_ReFire(); -extern void A_FirePistol(); -extern void A_Light1(); -extern void A_FireShotgun(); -extern void A_Light2(); -extern void A_FireShotgun2(); -extern void A_CheckReload(); -extern void A_OpenShotgun2(); -extern void A_LoadShotgun2(); -extern void A_CloseShotgun2(); -extern void A_FireCGun(); -extern void A_GunFlash(); -extern void A_FireMissile(); -extern void A_Saw(); -extern void A_FirePlasma(); -extern void A_BFGsound(); -extern void A_FireBFG(); -extern void A_BFGSpray(); -extern void A_Explode(); -extern void A_Pain(); -extern void A_PlayerScream(); -extern void A_Fall(); -extern void A_XScream(); -extern void A_Look(); -extern void A_Chase(); -extern void A_FaceTarget(); -extern void A_PosAttack(); -extern void A_Scream(); -extern void A_SPosAttack(); -extern void A_VileChase(); -extern void A_VileStart(); -extern void A_VileTarget(); -extern void A_VileAttack(); -extern void A_StartFire(); -extern void A_Fire(); -extern void A_FireCrackle(); -extern void A_Tracer(); -extern void A_SkelWhoosh(); -extern void A_SkelFist(); -extern void A_SkelMissile(); -extern void A_FatRaise(); -extern void A_FatAttack1(); -extern void A_FatAttack2(); -extern void A_FatAttack3(); -extern void A_BossDeath(); -extern void A_CPosAttack(); -extern void A_CPosRefire(); -extern void A_TroopAttack(); -extern void A_SargAttack(); -extern void A_HeadAttack(); -extern void A_BruisAttack(); -extern void A_SkullAttack(); -extern void A_Metal(); -extern void A_SpidRefire(); -extern void A_BabyMetal(); -extern void A_BspiAttack(); -extern void A_Hoof(); -extern void A_CyberAttack(); -extern void A_PainAttack(); -extern void A_PainDie(); -extern void A_KeenDie(); -extern void A_BrainPain(); -extern void A_BrainScream(); -extern void A_BrainDie(); -extern void A_BrainAwake(); -extern void A_BrainSpit(); -extern void A_SpawnSound(); -extern void A_SpawnFly(); -extern void A_BrainExplode(); -extern void A_Detonate(); // killough 8/9/98 -extern void A_Mushroom(); // killough 10/98 -extern void A_Die(); // killough 11/98 -extern void A_Spawn(); // killough 11/98 -extern void A_Turn(); // killough 11/98 -extern void A_Face(); // killough 11/98 -extern void A_Scratch(); // killough 11/98 -extern void A_PlaySound(); // killough 11/98 -extern void A_RandomJump(); // killough 11/98 -extern void A_LineEffect(); // killough 11/98 +extern void A_Light0(player_t *player, pspdef_t *psp); +extern void A_WeaponReady(player_t *player, pspdef_t *psp); +extern void A_Lower(player_t *player, pspdef_t *psp); +extern void A_Raise(player_t *player, pspdef_t *psp); +extern void A_Punch(player_t *player, pspdef_t *psp); +extern void A_ReFire(player_t *player, pspdef_t *psp); +extern void A_FirePistol(player_t *player, pspdef_t *psp); +extern void A_Light1(player_t *player, pspdef_t *psp); +extern void A_FireShotgun(player_t *player, pspdef_t *psp); +extern void A_Light2(player_t *player, pspdef_t *psp); +extern void A_FireShotgun2(player_t *player, pspdef_t *psp); +extern void A_CheckReload(player_t *player, pspdef_t *psp); +extern void A_OpenShotgun2(player_t *player, pspdef_t *psp); +extern void A_LoadShotgun2(player_t *player, pspdef_t *psp); +extern void A_CloseShotgun2(player_t *player, pspdef_t *psp); +extern void A_FireCGun(player_t *player, pspdef_t *psp); +extern void A_GunFlash(player_t *player, pspdef_t *psp); +extern void A_FireMissile(player_t *player, pspdef_t *psp); +extern void A_Saw(player_t *player, pspdef_t *psp); +extern void A_FirePlasma(player_t *player, pspdef_t *psp); +extern void A_BFGsound(player_t *player, pspdef_t *psp); +extern void A_FireBFG(player_t *player, pspdef_t *psp); +extern void A_BFGSpray(mobj_t *mo); +extern void A_Explode(mobj_t *thingy); +extern void A_Pain(mobj_t *actor); +extern void A_PlayerScream(mobj_t *mo); +extern void A_Fall(mobj_t *actor); +extern void A_XScream(mobj_t *actor); +extern void A_Look(mobj_t *actor); +extern void A_Chase(mobj_t *actor); +extern void A_FaceTarget(mobj_t *actor); +extern void A_PosAttack(mobj_t *actor); +extern void A_Scream(mobj_t *actor); +extern void A_SPosAttack(mobj_t *actor); +extern void A_VileChase(mobj_t *actor); +extern void A_VileStart(mobj_t *actor); +extern void A_VileTarget(mobj_t *actor); +extern void A_VileAttack(mobj_t *actor); +extern void A_StartFire(mobj_t *actor); +extern void A_Fire(mobj_t *actor); +extern void A_FireCrackle(mobj_t *actor); +extern void A_Tracer(mobj_t *actor); +extern void A_SkelWhoosh(mobj_t *actor); +extern void A_SkelFist(mobj_t *actor); +extern void A_SkelMissile(mobj_t *actor); +extern void A_FatRaise(mobj_t *actor); +extern void A_FatAttack1(mobj_t *actor); +extern void A_FatAttack2(mobj_t *actor); +extern void A_FatAttack3(mobj_t *actor); +extern void A_BossDeath(mobj_t *mo); +extern void A_CPosAttack(mobj_t *actor); +extern void A_CPosRefire(mobj_t *actor); +extern void A_TroopAttack(mobj_t *actor); +extern void A_SargAttack(mobj_t *actor); +extern void A_HeadAttack(mobj_t *actor); +extern void A_BruisAttack(mobj_t *actor); +extern void A_SkullAttack(mobj_t *actor); +extern void A_Metal(mobj_t *mo); +extern void A_SpidRefire(mobj_t *actor); +extern void A_BabyMetal(mobj_t *mo); +extern void A_BspiAttack(mobj_t *actor); +extern void A_Hoof(mobj_t* mo); +extern void A_CyberAttack(mobj_t *actor); +extern void A_PainAttack(mobj_t *actor); +extern void A_PainDie(mobj_t *actor); +extern void A_KeenDie(mobj_t* mo); +extern void A_BrainPain(mobj_t* mo); +extern void A_BrainScream(mobj_t* mo); +extern void A_BrainDie(mobj_t* mo); +extern void A_BrainAwake(mobj_t* mo); +extern void A_BrainSpit(mobj_t* mo); +extern void A_SpawnSound(mobj_t* mo); +extern void A_SpawnFly(mobj_t* mo); +extern void A_BrainExplode(mobj_t* mo); +extern void A_Detonate(mobj_t* mo); // killough 8/9/98 +extern void A_Mushroom(mobj_t *actor); // killough 10/98 +extern void A_Die(mobj_t *actor); // killough 11/98 +extern void A_Spawn(mobj_t *mo); // killough 11/98 +extern void A_Turn(mobj_t *mo); // killough 11/98 +extern void A_Face(mobj_t *mo); // killough 11/98 +extern void A_Scratch(mobj_t *mo); // killough 11/98 +extern void A_PlaySound(mobj_t *mo); // killough 11/98 +extern void A_RandomJump(mobj_t *mo); // killough 11/98 +extern void A_LineEffect(mobj_t *mo); // killough 11/98 -extern void A_FireOldBFG(); // killough 7/19/98: classic BFG firing function -extern void A_BetaSkullAttack(); // killough 10/98: beta lost souls attacked different -extern void A_Stop(); +extern void A_FireOldBFG(player_t *player, pspdef_t *psp); // killough 7/19/98: classic BFG firing function +extern void A_BetaSkullAttack(mobj_t *actor); // killough 10/98: beta lost souls attacked different +extern void A_Stop(mobj_t *actor); // [XA] New mbf21 codepointers -extern void A_SpawnObject(); -extern void A_MonsterProjectile(); -extern void A_MonsterBulletAttack(); -extern void A_MonsterMeleeAttack(); -extern void A_RadiusDamage(); -extern void A_NoiseAlert(); -extern void A_HealChase(); -extern void A_SeekTracer(); -extern void A_FindTracer(); -extern void A_ClearTracer(); -extern void A_JumpIfHealthBelow(); -extern void A_JumpIfTargetInSight(); -extern void A_JumpIfTargetCloser(); -extern void A_JumpIfTracerInSight(); -extern void A_JumpIfTracerCloser(); -extern void A_JumpIfFlagsSet(); -extern void A_AddFlags(); -extern void A_RemoveFlags(); -extern void A_WeaponProjectile(); -extern void A_WeaponBulletAttack(); -extern void A_WeaponMeleeAttack(); -extern void A_WeaponSound(); -extern void A_WeaponAlert(); -extern void A_WeaponJump(); -extern void A_ConsumeAmmo(); -extern void A_CheckAmmo(); -extern void A_RefireTo(); -extern void A_GunFlashTo(); +extern void A_SpawnObject(mobj_t *actor); +extern void A_MonsterProjectile(mobj_t *actor); +extern void A_MonsterBulletAttack(mobj_t *actor); +extern void A_MonsterMeleeAttack(mobj_t *actor); +extern void A_RadiusDamage(mobj_t *actor); +extern void A_NoiseAlert(mobj_t *actor); +extern void A_HealChase(mobj_t *actor); +extern void A_SeekTracer(mobj_t *actor); +extern void A_FindTracer(mobj_t *actor); +extern void A_ClearTracer(mobj_t *actor); +extern void A_JumpIfHealthBelow(mobj_t *actor); +extern void A_JumpIfTargetInSight(mobj_t *actor); +extern void A_JumpIfTargetCloser(mobj_t *actor); +extern void A_JumpIfTracerInSight(mobj_t *actor); +extern void A_JumpIfTracerCloser(mobj_t *actor); +extern void A_JumpIfFlagsSet(mobj_t *actor); +extern void A_AddFlags(mobj_t *actor); +extern void A_RemoveFlags(mobj_t *actor); +extern void A_WeaponProjectile(player_t *player, pspdef_t *psp); +extern void A_WeaponBulletAttack(player_t *player, pspdef_t *psp); +extern void A_WeaponMeleeAttack(player_t *player, pspdef_t *psp); +extern void A_WeaponSound(player_t *player, pspdef_t *psp); +extern void A_WeaponAlert(player_t *player, pspdef_t *psp); +extern void A_WeaponJump(player_t *player, pspdef_t *psp); +extern void A_ConsumeAmmo(player_t *player, pspdef_t *psp); +extern void A_CheckAmmo(player_t *player, pspdef_t *psp); +extern void A_RefireTo(player_t *player, pspdef_t *psp); +extern void A_GunFlashTo(player_t *player, pspdef_t *psp); #endif