// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // // External definitions for action pointer functions. // #ifndef HERETIC_P_ACTION_H #define HERETIC_P_ACTION_H void A_FreeTargMobj(); void A_RestoreSpecialThing1(); void A_RestoreSpecialThing2(); void A_HideThing(); void A_UnHideThing(); void A_RestoreArtifact(); void A_Scream(); void A_Explode(); void A_PodPain(); void A_RemovePod(); void A_MakePod(); void A_InitKeyGizmo(); void A_VolcanoSet(); void A_VolcanoBlast(); void A_BeastPuff(); void A_VolcBallImpact(); void A_SpawnTeleGlitter(); void A_SpawnTeleGlitter2(); void A_AccTeleGlitter(); void A_Light0(); void A_WeaponReady(); void A_Lower(); void A_Raise(); void A_StaffAttackPL1(); void A_ReFire(); void A_StaffAttackPL2(); void A_BeakReady(); void A_BeakRaise(); void A_BeakAttackPL1(); void A_BeakAttackPL2(); void A_GauntletAttack(); void A_FireBlasterPL1(); void A_FireBlasterPL2(); void A_SpawnRippers(); void A_FireMacePL1(); void A_FireMacePL2(); void A_MacePL1Check(); void A_MaceBallImpact(); void A_MaceBallImpact2(); void A_DeathBallImpact(); void A_FireSkullRodPL1(); void A_FireSkullRodPL2(); void A_SkullRodPL2Seek(); void A_AddPlayerRain(); void A_HideInCeiling(); void A_SkullRodStorm(); void A_RainImpact(); void A_FireGoldWandPL1(); void A_FireGoldWandPL2(); void A_FirePhoenixPL1(); void A_InitPhoenixPL2(); void A_FirePhoenixPL2(); void A_ShutdownPhoenixPL2(); void A_PhoenixPuff(); void A_RemovedPhoenixFunc(); void A_FlameEnd(); void A_FloatPuff(); void A_FireCrossbowPL1(); void A_FireCrossbowPL2(); void A_BoltSpark(); void A_Pain(); void A_NoBlocking(); void A_AddPlayerCorpse(); void A_SkullPop(); void A_FlameSnd(); void A_CheckBurnGone(); void A_CheckSkullFloor(); void A_CheckSkullDone(); void A_Feathers(); void A_ChicLook(); void A_ChicChase(); void A_ChicPain(); void A_FaceTarget(); void A_ChicAttack(); void A_Look(); void A_Chase(); void A_MummyAttack(); void A_MummyAttack2(); void A_MummySoul(); void A_ContMobjSound(); void A_MummyFX1Seek(); void A_BeastAttack(); void A_SnakeAttack(); void A_SnakeAttack2(); void A_HeadAttack(); void A_BossDeath(); void A_HeadIceImpact(); void A_HeadFireGrow(); void A_WhirlwindSeek(); void A_ClinkAttack(); void A_WizAtk1(); void A_WizAtk2(); void A_WizAtk3(); void A_GhostOff(); void A_ImpMeAttack(); void A_ImpMsAttack(); void A_ImpMsAttack2(); void A_ImpDeath(); void A_ImpXDeath1(); void A_ImpXDeath2(); void A_ImpExplode(); void A_KnightAttack(); void A_DripBlood(); void A_Sor1Chase(); void A_Sor1Pain(); void A_Srcr1Attack(); void A_SorZap(); void A_SorcererRise(); void A_SorRise(); void A_SorSightSnd(); void A_Srcr2Decide(); void A_Srcr2Attack(); void A_Sor2DthInit(); void A_SorDSph(); void A_Sor2DthLoop(); void A_SorDExp(); void A_SorDBon(); void A_BlueSpark(); void A_GenWizard(); void A_MinotaurAtk1(); void A_MinotaurDecide(); void A_MinotaurAtk2(); void A_MinotaurAtk3(); void A_MinotaurCharge(); void A_MntrFloorFire(); void A_ESound(); #endif /* #ifndef HERETIC_P_ACTION_H */