XenevaOS
Loading...
Searching...
No Matches
Functions | Variables
info.c File Reference
#include <stdio.h>
#include <stdlib.h>
#include "sounds.h"
#include "m_fixed.h"
#include "info.h"
#include "p_mobj.h"
Include dependency graph for info.c:

Functions

void A_Light0 ()
 
void A_WeaponReady ()
 
void A_Lower ()
 
void A_Raise ()
 
void A_Punch ()
 
void A_ReFire ()
 
void A_FirePistol ()
 
void A_Light1 ()
 
void A_FireShotgun ()
 
void A_Light2 ()
 
void A_FireShotgun2 ()
 
void A_CheckReload ()
 
void A_OpenShotgun2 ()
 
void A_LoadShotgun2 ()
 
void A_CloseShotgun2 ()
 
void A_FireCGun ()
 
void A_GunFlash ()
 
void A_FireMissile ()
 
void A_Saw ()
 
void A_FirePlasma ()
 
void A_BFGsound ()
 
void A_FireBFG ()
 
void A_BFGSpray ()
 
void A_Explode ()
 
void A_Pain ()
 
void A_PlayerScream ()
 
void A_Fall ()
 
void A_XScream ()
 
void A_Look ()
 
void A_Chase ()
 
void A_FaceTarget ()
 
void A_PosAttack ()
 
void A_Scream ()
 
void A_SPosAttack ()
 
void A_VileChase ()
 
void A_VileStart ()
 
void A_VileTarget ()
 
void A_VileAttack ()
 
void A_StartFire ()
 
void A_Fire ()
 
void A_FireCrackle ()
 
void A_Tracer ()
 
void A_SkelWhoosh ()
 
void A_SkelFist ()
 
void A_SkelMissile ()
 
void A_FatRaise ()
 
void A_FatAttack1 ()
 
void A_FatAttack2 ()
 
void A_FatAttack3 ()
 
void A_BossDeath ()
 
void A_CPosAttack ()
 
void A_CPosRefire ()
 
void A_TroopAttack ()
 
void A_SargAttack ()
 
void A_HeadAttack ()
 
void A_BruisAttack ()
 
void A_SkullAttack ()
 
void A_Metal ()
 
void A_SpidRefire ()
 
void A_BabyMetal ()
 
void A_BspiAttack ()
 
void A_Hoof ()
 
void A_CyberAttack ()
 
void A_PainAttack ()
 
void A_PainDie ()
 
void A_KeenDie ()
 
void A_BrainPain ()
 
void A_BrainScream ()
 
void A_BrainDie ()
 
void A_BrainAwake ()
 
void A_BrainSpit ()
 
void A_SpawnSound ()
 
void A_SpawnFly ()
 
void A_BrainExplode ()
 

Variables

char * sprnames []
 
state_t states [NUMSTATES]
 
mobjinfo_t mobjinfo [NUMMOBJTYPES]
 

Function Documentation

◆ A_BabyMetal()

void A_BabyMetal ( )

◆ A_BFGsound()

void A_BFGsound ( )

◆ A_BFGSpray()

void A_BFGSpray ( )

◆ A_BossDeath()

void A_BossDeath ( )

◆ A_BrainAwake()

void A_BrainAwake ( )

◆ A_BrainDie()

void A_BrainDie ( )

◆ A_BrainExplode()

void A_BrainExplode ( )

◆ A_BrainPain()

void A_BrainPain ( )

◆ A_BrainScream()

void A_BrainScream ( )

◆ A_BrainSpit()

void A_BrainSpit ( )

◆ A_BruisAttack()

void A_BruisAttack ( )

◆ A_BspiAttack()

void A_BspiAttack ( )

◆ A_Chase()

void A_Chase ( )

◆ A_CheckReload()

void A_CheckReload ( )

◆ A_CloseShotgun2()

void A_CloseShotgun2 ( )

◆ A_CPosAttack()

void A_CPosAttack ( )

◆ A_CPosRefire()

void A_CPosRefire ( )

◆ A_CyberAttack()

void A_CyberAttack ( )

◆ A_Explode()

void A_Explode ( )

◆ A_FaceTarget()

void A_FaceTarget ( )

◆ A_Fall()

void A_Fall ( )

◆ A_FatAttack1()

void A_FatAttack1 ( )

◆ A_FatAttack2()

void A_FatAttack2 ( )

◆ A_FatAttack3()

void A_FatAttack3 ( )

◆ A_FatRaise()

void A_FatRaise ( )

◆ A_Fire()

void A_Fire ( )

◆ A_FireBFG()

void A_FireBFG ( )

◆ A_FireCGun()

void A_FireCGun ( )

◆ A_FireCrackle()

void A_FireCrackle ( )

◆ A_FireMissile()

void A_FireMissile ( )

◆ A_FirePistol()

void A_FirePistol ( )

◆ A_FirePlasma()

void A_FirePlasma ( )

◆ A_FireShotgun()

void A_FireShotgun ( )

◆ A_FireShotgun2()

void A_FireShotgun2 ( )

◆ A_GunFlash()

void A_GunFlash ( )

◆ A_HeadAttack()

void A_HeadAttack ( )

◆ A_Hoof()

void A_Hoof ( )

◆ A_KeenDie()

void A_KeenDie ( )

◆ A_Light0()

void A_Light0 ( )

◆ A_Light1()

void A_Light1 ( )

◆ A_Light2()

void A_Light2 ( )

◆ A_LoadShotgun2()

void A_LoadShotgun2 ( )

◆ A_Look()

void A_Look ( )

◆ A_Lower()

void A_Lower ( )

◆ A_Metal()

void A_Metal ( )

◆ A_OpenShotgun2()

void A_OpenShotgun2 ( )

◆ A_Pain()

void A_Pain ( )

◆ A_PainAttack()

void A_PainAttack ( )

◆ A_PainDie()

void A_PainDie ( )

◆ A_PlayerScream()

void A_PlayerScream ( )

◆ A_PosAttack()

void A_PosAttack ( )

◆ A_Punch()

void A_Punch ( )

◆ A_Raise()

void A_Raise ( )

◆ A_ReFire()

void A_ReFire ( )

◆ A_SargAttack()

void A_SargAttack ( )

◆ A_Saw()

void A_Saw ( )

◆ A_Scream()

void A_Scream ( )

◆ A_SkelFist()

void A_SkelFist ( )

◆ A_SkelMissile()

void A_SkelMissile ( )

◆ A_SkelWhoosh()

void A_SkelWhoosh ( )

◆ A_SkullAttack()

void A_SkullAttack ( )

◆ A_SpawnFly()

void A_SpawnFly ( )

◆ A_SpawnSound()

void A_SpawnSound ( )

◆ A_SpidRefire()

void A_SpidRefire ( )

◆ A_SPosAttack()

void A_SPosAttack ( )

◆ A_StartFire()

void A_StartFire ( )

◆ A_Tracer()

void A_Tracer ( )

◆ A_TroopAttack()

void A_TroopAttack ( )

◆ A_VileAttack()

void A_VileAttack ( )

◆ A_VileChase()

void A_VileChase ( )

◆ A_VileStart()

void A_VileStart ( )

◆ A_VileTarget()

void A_VileTarget ( )

◆ A_WeaponReady()

void A_WeaponReady ( )

◆ A_XScream()

void A_XScream ( )

Variable Documentation

◆ mobjinfo

◆ sprnames

char* sprnames[]
Initial value:
= {
"TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",
"MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",
"PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",
"SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",
"HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",
"PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",
"BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",
"SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",
"ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",
"LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",
"POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",
"COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",
"COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",
"HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2", NULL
}
#define NULL
Definition actypes.h:561

◆ states

state_t states[NUMSTATES]