fix clang15 build (#782)

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Roman Fomin 2022-10-28 14:59:46 +07:00 committed by GitHub
parent 61391e0a05
commit f9ccf54869
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@ -25,6 +25,10 @@
#ifndef __P_ACTION__ #ifndef __P_ACTION__
#define __P_ACTION__ #define __P_ACTION__
#include "d_player.h"
#include "p_pspr.h"
#include "p_mobj.h"
// ******************************************************************** // ********************************************************************
// Function addresses or Code Pointers // Function addresses or Code Pointers
// ******************************************************************** // ********************************************************************
@ -32,124 +36,124 @@
// modified for years by Dehacked enthusiasts. The new BEX format // modified for years by Dehacked enthusiasts. The new BEX format
// allows more extensive changes (see d_deh.c) // allows more extensive changes (see d_deh.c)
extern void A_Light0(); extern void A_Light0(player_t *player, pspdef_t *psp);
extern void A_WeaponReady(); extern void A_WeaponReady(player_t *player, pspdef_t *psp);
extern void A_Lower(); extern void A_Lower(player_t *player, pspdef_t *psp);
extern void A_Raise(); extern void A_Raise(player_t *player, pspdef_t *psp);
extern void A_Punch(); extern void A_Punch(player_t *player, pspdef_t *psp);
extern void A_ReFire(); extern void A_ReFire(player_t *player, pspdef_t *psp);
extern void A_FirePistol(); extern void A_FirePistol(player_t *player, pspdef_t *psp);
extern void A_Light1(); extern void A_Light1(player_t *player, pspdef_t *psp);
extern void A_FireShotgun(); extern void A_FireShotgun(player_t *player, pspdef_t *psp);
extern void A_Light2(); extern void A_Light2(player_t *player, pspdef_t *psp);
extern void A_FireShotgun2(); extern void A_FireShotgun2(player_t *player, pspdef_t *psp);
extern void A_CheckReload(); extern void A_CheckReload(player_t *player, pspdef_t *psp);
extern void A_OpenShotgun2(); extern void A_OpenShotgun2(player_t *player, pspdef_t *psp);
extern void A_LoadShotgun2(); extern void A_LoadShotgun2(player_t *player, pspdef_t *psp);
extern void A_CloseShotgun2(); extern void A_CloseShotgun2(player_t *player, pspdef_t *psp);
extern void A_FireCGun(); extern void A_FireCGun(player_t *player, pspdef_t *psp);
extern void A_GunFlash(); extern void A_GunFlash(player_t *player, pspdef_t *psp);
extern void A_FireMissile(); extern void A_FireMissile(player_t *player, pspdef_t *psp);
extern void A_Saw(); extern void A_Saw(player_t *player, pspdef_t *psp);
extern void A_FirePlasma(); extern void A_FirePlasma(player_t *player, pspdef_t *psp);
extern void A_BFGsound(); extern void A_BFGsound(player_t *player, pspdef_t *psp);
extern void A_FireBFG(); extern void A_FireBFG(player_t *player, pspdef_t *psp);
extern void A_BFGSpray(); extern void A_BFGSpray(mobj_t *mo);
extern void A_Explode(); extern void A_Explode(mobj_t *thingy);
extern void A_Pain(); extern void A_Pain(mobj_t *actor);
extern void A_PlayerScream(); extern void A_PlayerScream(mobj_t *mo);
extern void A_Fall(); extern void A_Fall(mobj_t *actor);
extern void A_XScream(); extern void A_XScream(mobj_t *actor);
extern void A_Look(); extern void A_Look(mobj_t *actor);
extern void A_Chase(); extern void A_Chase(mobj_t *actor);
extern void A_FaceTarget(); extern void A_FaceTarget(mobj_t *actor);
extern void A_PosAttack(); extern void A_PosAttack(mobj_t *actor);
extern void A_Scream(); extern void A_Scream(mobj_t *actor);
extern void A_SPosAttack(); extern void A_SPosAttack(mobj_t *actor);
extern void A_VileChase(); extern void A_VileChase(mobj_t *actor);
extern void A_VileStart(); extern void A_VileStart(mobj_t *actor);
extern void A_VileTarget(); extern void A_VileTarget(mobj_t *actor);
extern void A_VileAttack(); extern void A_VileAttack(mobj_t *actor);
extern void A_StartFire(); extern void A_StartFire(mobj_t *actor);
extern void A_Fire(); extern void A_Fire(mobj_t *actor);
extern void A_FireCrackle(); extern void A_FireCrackle(mobj_t *actor);
extern void A_Tracer(); extern void A_Tracer(mobj_t *actor);
extern void A_SkelWhoosh(); extern void A_SkelWhoosh(mobj_t *actor);
extern void A_SkelFist(); extern void A_SkelFist(mobj_t *actor);
extern void A_SkelMissile(); extern void A_SkelMissile(mobj_t *actor);
extern void A_FatRaise(); extern void A_FatRaise(mobj_t *actor);
extern void A_FatAttack1(); extern void A_FatAttack1(mobj_t *actor);
extern void A_FatAttack2(); extern void A_FatAttack2(mobj_t *actor);
extern void A_FatAttack3(); extern void A_FatAttack3(mobj_t *actor);
extern void A_BossDeath(); extern void A_BossDeath(mobj_t *mo);
extern void A_CPosAttack(); extern void A_CPosAttack(mobj_t *actor);
extern void A_CPosRefire(); extern void A_CPosRefire(mobj_t *actor);
extern void A_TroopAttack(); extern void A_TroopAttack(mobj_t *actor);
extern void A_SargAttack(); extern void A_SargAttack(mobj_t *actor);
extern void A_HeadAttack(); extern void A_HeadAttack(mobj_t *actor);
extern void A_BruisAttack(); extern void A_BruisAttack(mobj_t *actor);
extern void A_SkullAttack(); extern void A_SkullAttack(mobj_t *actor);
extern void A_Metal(); extern void A_Metal(mobj_t *mo);
extern void A_SpidRefire(); extern void A_SpidRefire(mobj_t *actor);
extern void A_BabyMetal(); extern void A_BabyMetal(mobj_t *mo);
extern void A_BspiAttack(); extern void A_BspiAttack(mobj_t *actor);
extern void A_Hoof(); extern void A_Hoof(mobj_t* mo);
extern void A_CyberAttack(); extern void A_CyberAttack(mobj_t *actor);
extern void A_PainAttack(); extern void A_PainAttack(mobj_t *actor);
extern void A_PainDie(); extern void A_PainDie(mobj_t *actor);
extern void A_KeenDie(); extern void A_KeenDie(mobj_t* mo);
extern void A_BrainPain(); extern void A_BrainPain(mobj_t* mo);
extern void A_BrainScream(); extern void A_BrainScream(mobj_t* mo);
extern void A_BrainDie(); extern void A_BrainDie(mobj_t* mo);
extern void A_BrainAwake(); extern void A_BrainAwake(mobj_t* mo);
extern void A_BrainSpit(); extern void A_BrainSpit(mobj_t* mo);
extern void A_SpawnSound(); extern void A_SpawnSound(mobj_t* mo);
extern void A_SpawnFly(); extern void A_SpawnFly(mobj_t* mo);
extern void A_BrainExplode(); extern void A_BrainExplode(mobj_t* mo);
extern void A_Detonate(); // killough 8/9/98 extern void A_Detonate(mobj_t* mo); // killough 8/9/98
extern void A_Mushroom(); // killough 10/98 extern void A_Mushroom(mobj_t *actor); // killough 10/98
extern void A_Die(); // killough 11/98 extern void A_Die(mobj_t *actor); // killough 11/98
extern void A_Spawn(); // killough 11/98 extern void A_Spawn(mobj_t *mo); // killough 11/98
extern void A_Turn(); // killough 11/98 extern void A_Turn(mobj_t *mo); // killough 11/98
extern void A_Face(); // killough 11/98 extern void A_Face(mobj_t *mo); // killough 11/98
extern void A_Scratch(); // killough 11/98 extern void A_Scratch(mobj_t *mo); // killough 11/98
extern void A_PlaySound(); // killough 11/98 extern void A_PlaySound(mobj_t *mo); // killough 11/98
extern void A_RandomJump(); // killough 11/98 extern void A_RandomJump(mobj_t *mo); // killough 11/98
extern void A_LineEffect(); // 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_FireOldBFG(player_t *player, pspdef_t *psp); // killough 7/19/98: classic BFG firing function
extern void A_BetaSkullAttack(); // killough 10/98: beta lost souls attacked different extern void A_BetaSkullAttack(mobj_t *actor); // killough 10/98: beta lost souls attacked different
extern void A_Stop(); extern void A_Stop(mobj_t *actor);
// [XA] New mbf21 codepointers // [XA] New mbf21 codepointers
extern void A_SpawnObject(); extern void A_SpawnObject(mobj_t *actor);
extern void A_MonsterProjectile(); extern void A_MonsterProjectile(mobj_t *actor);
extern void A_MonsterBulletAttack(); extern void A_MonsterBulletAttack(mobj_t *actor);
extern void A_MonsterMeleeAttack(); extern void A_MonsterMeleeAttack(mobj_t *actor);
extern void A_RadiusDamage(); extern void A_RadiusDamage(mobj_t *actor);
extern void A_NoiseAlert(); extern void A_NoiseAlert(mobj_t *actor);
extern void A_HealChase(); extern void A_HealChase(mobj_t *actor);
extern void A_SeekTracer(); extern void A_SeekTracer(mobj_t *actor);
extern void A_FindTracer(); extern void A_FindTracer(mobj_t *actor);
extern void A_ClearTracer(); extern void A_ClearTracer(mobj_t *actor);
extern void A_JumpIfHealthBelow(); extern void A_JumpIfHealthBelow(mobj_t *actor);
extern void A_JumpIfTargetInSight(); extern void A_JumpIfTargetInSight(mobj_t *actor);
extern void A_JumpIfTargetCloser(); extern void A_JumpIfTargetCloser(mobj_t *actor);
extern void A_JumpIfTracerInSight(); extern void A_JumpIfTracerInSight(mobj_t *actor);
extern void A_JumpIfTracerCloser(); extern void A_JumpIfTracerCloser(mobj_t *actor);
extern void A_JumpIfFlagsSet(); extern void A_JumpIfFlagsSet(mobj_t *actor);
extern void A_AddFlags(); extern void A_AddFlags(mobj_t *actor);
extern void A_RemoveFlags(); extern void A_RemoveFlags(mobj_t *actor);
extern void A_WeaponProjectile(); extern void A_WeaponProjectile(player_t *player, pspdef_t *psp);
extern void A_WeaponBulletAttack(); extern void A_WeaponBulletAttack(player_t *player, pspdef_t *psp);
extern void A_WeaponMeleeAttack(); extern void A_WeaponMeleeAttack(player_t *player, pspdef_t *psp);
extern void A_WeaponSound(); extern void A_WeaponSound(player_t *player, pspdef_t *psp);
extern void A_WeaponAlert(); extern void A_WeaponAlert(player_t *player, pspdef_t *psp);
extern void A_WeaponJump(); extern void A_WeaponJump(player_t *player, pspdef_t *psp);
extern void A_ConsumeAmmo(); extern void A_ConsumeAmmo(player_t *player, pspdef_t *psp);
extern void A_CheckAmmo(); extern void A_CheckAmmo(player_t *player, pspdef_t *psp);
extern void A_RefireTo(); extern void A_RefireTo(player_t *player, pspdef_t *psp);
extern void A_GunFlashTo(); extern void A_GunFlashTo(player_t *player, pspdef_t *psp);
#endif #endif