File:  [Corridor 8: Galactic Wars] / src / corr7act.def
Revision 1.1.1.1 (vendor branch): download - view: text, annotated - select for diffs
Tue Apr 24 17:57:45 2018 UTC (22 months ago) by root
Branches: corridor8, MAIN
CVS tags: HEAD, Capstone
Corridor8

//#line "corr7act.c" 77
extern void ACT_init(void );
//#line "corr7act.c" 82
extern void ACT_unInit(void );
//#line "corr7act.c" 87
extern void ACT_buildPicBitArray(void );
//#line "corr7act.c" 106
extern short ACT_getActorPicIndex(short s);
//#line "corr7act.c" 115
extern void ACT_setActorPic(short s,short pic);
//#line "corr7act.c" 121
extern short ACT_getWalkSpeed(short s);
//#line "corr7act.c" 127
extern void ACT_setWalkSpeed(short s,short n);
//#line "corr7act.c" 134
extern short ACT_getChaseSpeed(short s);
//#line "corr7act.c" 140
extern void ACT_setChaseSpeed(short s,short n);
//#line "corr7act.c" 147
extern short ACT_getAggression(short s);
//#line "corr7act.c" 153
extern void ACT_setAggression(short s,short n);
//#line "corr7act.c" 160
extern short ACT_getWeapon(short s);
//#line "corr7act.c" 166
extern void ACT_setWeapon(short s,short n);
//#line "corr7act.c" 173
extern short ACT_getHealth(short s);
//#line "corr7act.c" 182
extern void ACT_setHealth(short s,short n);
//#line "corr7act.c" 190
extern void ACT_adjHealth(short s,short n);
//#line "corr7act.c" 198
extern short ACT_getAttackee(spritetype *spr);
//#line "corr7act.c" 204
extern void ACT_setAttackee(spritetype *spr,short n);
//#line "corr7act.c" 210
extern short ACT_getAttackers(short s);
//#line "corr7act.c" 216
extern void ACT_setAttackers(short s,short n);
//#line "corr7act.c" 222
extern void ACT_adjAttackers(short s,short n);
//#line "corr7act.c" 228
extern short ACT_getKiller(short s);
//#line "corr7act.c" 237
extern void ACT_setKiller(short s,short n);
//#line "corr7act.c" 246
extern short ACT_getFirePic1(short s);
//#line "corr7act.c" 259
extern short ACT_getFirePic2(short s);
//#line "corr7act.c" 272
extern short ACT_getPainDelay(short s);
//#line "corr7act.c" 278
extern void ACT_setPainDelay(short s,short n);
//#line "corr7act.c" 284
extern short ACT_getMadeNoise(void );
//#line "corr7act.c" 293
extern void ACT_setMadeNoise(short s);
//#line "corr7act.c" 299
extern void ACT_adjPainDelay(short s,short n);
//#line "corr7act.c" 312
extern short ACT_getActorViewHeight(spritetype *spr);
//#line "corr7act.c" 318
extern short ACT_getActorClipHeight(spritetype *spr);
//#line "corr7act.c" 324
extern short ACT_getActorClipDist(spritetype *spr);
//#line "corr7act.c" 330
extern int ACT_isDead(short s);
//#line "corr7act.c" 346
extern void ACT_killPlayer(short s);
//#line "corr7act.c" 389
extern void ACT_damageActor(short s,int d,int useskill);
//#line "corr7act.c" 448
extern void ACT_healActor(short s,short d);
//#line "corr7act.c" 457
extern void ACT_inSector(short snum,short sectnum);
//#line "corr7act.c" 507
extern short ACT_getSpritePic(short s);
//#line "corr7act.c" 531
extern int ACT_stillActor(short s);
//#line "corr7act.c" 540
extern short ACT_getRoundsToFire(short s);
//#line "corr7act.c" 564
extern void ACT_changeState(spritetype *spr,short i,short curstat,short newstat);
//#line "corr7act.c" 590
extern int ACT_isActorPic(short s);
//#line "corr7act.c" 602
extern int ACT_isActor(short s);
//#line "corr7act.c" 614
extern void ACT_actorPain(short snum);
//#line "corr7act.c" 634
extern void ACT_setupActor(short s);
//#line "corr7act.c" 670
extern void ACT_scanSprite(short i);
//#line "corr7act.c" 892
extern void ACT_scanMap(void );
//#line "corr7act.c" 902
extern void ACT_getBonusSectorItem(short snum,short sectnum);
//#line "corr7act.c" 937
extern void ACT_newSector(short s,short *osec,short *nsec,short *a,long *x,long *y,long *z);
//#line "corr7act.c" 947
extern short ACT_getAttackWaitDelay(short s);
//#line "corr7act.c" 979
extern void ACT_attackSprite(spritetype *spr,short s,short target);
//#line "corr7act.c" 993
extern long ACT_getAttackRange(short s);
//#line "corr7act.c" 1005
extern long ACT_getDistance(spritetype *src,spritetype *trg);
//#line "corr7act.c" 1016
extern void ACT_setAttackAngle(spritetype *src,spritetype *trg);
//#line "corr7act.c" 1044
extern short ACT_getNextFootStep(spritetype *spr,short s,spritetype *trg);
//#line "corr7act.c" 1069
extern short ACT_getAttackFollowAngle(spritetype *spr,short s,spritetype *trg);
//#line "corr7act.c" 1096
extern int ACT_gonnaFire(short s);
//#line "corr7act.c" 1133
extern void ACT_setDodgeAngle(spritetype *spr,short s);
//#line "corr7act.c" 1161
extern unsigned short ACT_moveSprite(short s,long *x,long *y,long *z,short *sect,long xvect,long yvect,short cdist,short cheight,short ctype);
//#line "corr7act.c" 1184
extern void ACT_moveActor(spritetype *spr,short s);
//#line "corr7act.c" 1399
extern short ACT_canSeePlayer(spritetype *spr,short fov);
//#line "corr7act.c" 1426
extern short ACT_findPath(spritetype *spr,short fov);
//#line "corr7act.c" 1442
extern void ACT_setSpritePath(spritetype *spr,short s,short fov);
//#line "corr7act.c" 1453
extern void ACT_doStatusPatrol(spritetype *spr,short i);
//#line "corr7act.c" 1478
extern void ACT_doStatusWander(spritetype *spr,short i);
//#line "corr7act.c" 1497
extern void ACT_doStatusAmbush(spritetype *spr,short i);
//#line "corr7act.c" 1508
extern void ACT_doStatusGuard(spritetype *spr,short i);
//#line "corr7act.c" 1526
extern void ACT_doStatusPain(spritetype *spr,short i);
//#line "corr7act.c" 1536
extern void ACT_doStatusChase(spritetype *spr,short i);
//#line "corr7act.c" 1582
extern void ACT_doStatusAttack(spritetype *spr,short i);
//#line "corr7act.c" 1611
extern void ACT_doStatusDodge(spritetype *spr,short i);
//#line "corr7act.c" 1636
extern void ACT_doStatusCode(void );
//#line "corr7act.c" 1728
extern void ACT_saveGame(FILE *fp);
//#line "corr7act.c" 1754
extern void ACT_loadGame(FILE *fp);
//#line "corr7act.c" 1780
extern void ACT_debug(void );

unix.superglobalmegacorp.com