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This ports Fabien Sanglard's Chocolate Duke to run on a version of SDL for Rockbox. Change-Id: I8f2c4c78af19de10c1633ed7bb7a997b43256dd9
593 lines
20 KiB
C
593 lines
20 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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aint32_t with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef FUNCT_H
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#define FUNCT_H
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#include "duke3d.h"
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extern void sendscore(char *s);
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//#line "sounds.c" 25
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extern void SoundStartup(void );
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//#line "sounds.c" 95
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extern void SoundShutdown(void );
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//#line "sounds.c" 118
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extern void MusicStartup(void );
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//#line "sounds.c" 166
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extern void MusicShutdown(void );
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//#line "sounds.c" 181
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extern int USRHOOKS_GetMem(void **ptr,uint32_t size);
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//#line "sounds.c" 192
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extern int USRHOOKS_FreeMem(void *ptr);
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//#line "sounds.c" 200
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extern void intomenusounds(void );
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//#line "sounds.c" 227
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extern void playmusic(char *fn);
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//#line "sounds.c" 251
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extern uint8_t loadsound(uint16_t num);
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//#line "sounds.c" 277
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extern int xyzsound(short num,short i,int32_t x,int32_t y,int32_t z);
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//#line "sounds.c" 407
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extern void sound(short num);
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//#line "sounds.c" 463
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extern int spritesound(uint16_t num,short i);
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//#line "sounds.c" 469
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extern void stopsound(short num);
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//#line "sounds.c" 478
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extern void stopenvsound(short num,short i);
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//#line "sounds.c" 494
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extern void pan3dsound(void );
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//#line "sounds.c" 571
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extern void TestCallBack(int32_t num);
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//#line "sector.c" 9
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extern short callsound(short sn,short whatsprite);
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//#line "sector.c" 56
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extern short check_activator_motion(short lotag);
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//#line "sector.c" 93
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extern uint8_t isadoorwall(short dapic);
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//#line "sector.c" 124
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extern uint8_t isanunderoperator(short lotag);
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//#line "sector.c" 139
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extern uint8_t isanearoperator(short lotag);
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//#line "sector.c" 161
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extern short checkcursectnums(short sect);
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//#line "sector.c" 169
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extern int32_t ldist(spritetype *s1,spritetype *s2);
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//#line "sector.c" 177
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extern int32_t dist(spritetype *s1,spritetype *s2);
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//#line "sector.c" 186
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extern short findplayer(spritetype *s,int32_t *d);
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//#line "sector.c" 214
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extern short findotherplayer(short p,int32_t *d);
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//#line "sector.c" 240
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extern void doanimations(void );
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//#line "sector.c" 301
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extern int32_t getanimationgoal(int32_t *animptr);
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//#line "sector.c" 315
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extern int32_t setanimation(short animsect,int32_t *animptr,int32_t thegoal,int32_t thevel);
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//#line "sector.c" 348
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extern void animatecamsprite(void );
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//#line "sector.c" 369
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extern void animatewalls(void );
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//#line "sector.c" 457
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extern uint8_t activatewarpelevators(short s,short d);
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//#line "sector.c" 504
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extern void operatesectors(short sn,short ii);
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//#line "sector.c" 997
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extern void operaterespawns(short low);
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//#line "sector.c" 1020
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extern void operateactivators(short low,short snum);
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//#line "sector.c" 1089
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extern void operatemasterswitches(short low);
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//#line "sector.c" 1104
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extern void operateforcefields(short s,short low);
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//#line "sector.c" 1140
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extern uint8_t checkhitswitch(short snum,int32_t w,uint8_t switchtype);
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//#line "sector.c" 1515
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extern void activatebysector(short sect,short j);
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//#line "sector.c" 1532
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extern void checkhitwall(short spr,short dawallnum,int32_t x,int32_t y,int32_t z,short atwith);
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//#line "sector.c" 1746
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extern void checkplayerhurt(struct player_struct *p,short j);
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//#line "sector.c" 1816
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extern uint8_t checkhitceiling(short sn);
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//#line "sector.c" 1891
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extern void checkhitsprite(short i,short sn);
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//#line "sector.c" 2326
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extern void allignwarpelevators(void );
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//#line "sector.c" 2357
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extern void cheatkeys(short snum);
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//#line "sector.c" 2766
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extern void checksectors(short snum);
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//#line "rts.c" 36
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extern void RTS_AddFile(char *filename);
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//#line "rts.c" 93
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extern void RTS_Init(char *filename);
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//#line "rts.c" 126
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extern int32 RTS_NumSounds(void );
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//#line "rts.c" 141
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extern int32 RTS_SoundLength(int32 lump);
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//#line "rts.c" 157
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extern char *RTS_GetSoundName(int32 i);
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//#line "rts.c" 174
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extern void RTS_ReadLump(int32 lump,void *dest);
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//#line "rts.c" 194
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extern void *RTS_GetSound(int32 lump);
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//#line "premap.c" 7
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extern void xyzmirror(short i,short wn);
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//#line "premap.c" 20
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extern void vscrn(void );
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//#line "premap.c" 58
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int countfragbars(void);
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extern void pickrandomspot(short snum);
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//#line "premap.c" 80
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extern void resetplayerstats(short snum);
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//#line "premap.c" 187
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extern void resetweapons(short snum);
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//#line "premap.c" 212
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extern void resetinventory(short snum);
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//#line "premap.c" 232
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extern void resetprestat(short snum,uint8_t g);
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//#line "premap.c" 294
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extern void setupbackdrop(short backpicnum);
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//#line "premap.c" 329
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extern void cachespritenum(short i);
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//#line "premap.c" 443
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extern void cachegoodsprites(void );
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//#line "premap.c" 516
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extern void prelevel(uint8_t g);
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//#line "premap.c" 823
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extern void newgame(uint8_t vn,uint8_t ln,uint8_t sk);
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//#line "premap.c" 874
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extern void resetpspritevars(uint8_t g);
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//#line "premap.c" 1012
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extern void resettimevars(void );
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//#line "premap.c" 1043
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extern void genspriteremaps(void );
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//#line "premap.c" 1077
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extern void waitforeverybody(void);
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//#line "premap.c" 1131
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extern uint8_t checksum(int32_t sum);
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//#line "premap.c" 1163
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extern uint8_t getsound(uint16_t num);
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//#line "premap.c" 1189
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extern void precachenecessarysounds(void );
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//#line "premap.c" 1201
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extern void cacheit(void );
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//#line "premap.c" 1244
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extern void dofrontscreens(void );
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//#line "premap.c" 1285
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extern void enterlevel(uint8_t g);
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//#line "player.c" 10
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extern void setpal(struct player_struct *p);
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//#line "player.c" 28
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extern void incur_damage(struct player_struct *p);
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//#line "player.c" 59
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extern void quickkill(struct player_struct *p);
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//#line "player.c" 73
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extern void forceplayerangle(struct player_struct *p);
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//#line "player.c" 85
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extern void tracers(int32_t x1,int32_t y1,int32_t z1,int32_t x2,int32_t y2,int32_t z2,int32_t n);
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//#line "player.c" 114
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extern int32_t hits(short i);
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//#line "player.c" 131
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extern int32_t hitasprite(short i,short *hitsp);
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//#line "player.c" 152
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extern int32_t hitawall(struct player_struct *p,short *hitw);
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//#line "player.c" 163
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extern short aim(spritetype *s,short aang, short auto_aim);
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//#line "player.c" 234
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extern void shoot(short i,short atwith);
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//#line "player.c" 939
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extern void displayloogie(short snum);
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//#line "player.c" 958
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extern uint8_t animatefist(short gs,short snum);
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//#line "player.c" 986
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extern uint8_t animateknee(short gs,short snum);
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//#line "player.c" 1002
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extern uint8_t animateknuckles(short gs,short snum);
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//#line "player.c" 1022
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extern void displaymasks(short snum);
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//#line "player.c" 1043
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extern uint8_t animatetip(short gs,short snum);
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//#line "player.c" 1064
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extern uint8_t animateaccess(short gs,short snum);
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//#line "player.c" 1090
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extern void displayweapon(short snum);
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//#line "player.c" 1501
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extern void getinput(short snum);
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//#line "player.c" 1742
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extern uint8_t doincrements(struct player_struct *p);
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//#line "player.c" 1935
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extern void checkweapons(struct player_struct *p);
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//#line "player.c" 1951
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extern void processinput(short snum);
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//#line "menues.c" 18
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extern void cmenu(short cm);
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//#line "menues.c" 38
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extern void savetemp(char *fn,uint8_t* daptr,int32_t dasiz);
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//#line "menues.c" 49
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extern void getangplayers(short snum);
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//#line "menues.c" 67
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extern int loadpheader(uint8_t spot,int32 *vn,int32 *ln,int32 *psk,int32 *numplr);
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//#line "menues.c" 105
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extern int loadplayer(int8_t spot);
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//#line "menues.c" 276
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extern int saveplayer(int8_t spot);
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//#line "menues.c" 421
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extern void sendgameinfo(void );
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//#line "menues.c" 434
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extern int probe(int x,int y,int i,int n);
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extern int probeXduke(int x,int y,int i,int n, int32_t spriteSize);
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//#line "menues.c" 521
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extern int menutext(int x,int y,short s,short p,char *t);
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//#line "menues.c" 630
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extern int menutextc(int x,int y,short s,short p,char *t);
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//#line "menues.c" 727
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extern void bar(int x,int y,short *p,short dainc,uint8_t damodify,short s,short pa);
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//#line "menues.c" 806
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extern void dispnames(void );
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//#line "menues.c" 832
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extern int getfilenames(char kind[]);
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//#line "menues.c" 865
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extern void sortfilenames(void);
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//#line "menues.c" 886
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extern void menus(void );
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void gameexitanycase(void);
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//#line "menues.c" 2414
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extern void palto(uint8_t r,uint8_t g,uint8_t b,int32_t e);
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//#line "menues.c" 2436
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extern void drawoverheadmap(int32_t cposx,int32_t cposy,int32_t czoom,short cang);
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//#line "menues.c" 2685
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extern void playanm(char *fn,uint8_t );
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//#line "gamedef.c" 122
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extern short getincangle(short a,short na);
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//#line "gamedef.c" 140
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extern uint8_t ispecial(uint8_t c);
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//#line "gamedef.c" 154
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extern uint8_t isaltok(uint8_t c);
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//#line "gamedef.c" 159
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extern void getglobalz(short i);
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//#line "gamedef.c" 203
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extern void makeitfall(short i);
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//#line "gamedef.c" 243
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extern void getlabel(void );
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//#line "gamedef.c" 267
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extern int32_t keyword(void );
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//#line "gamedef.c" 300
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extern int32_t transword(void );
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//#line "gamedef.c" 342
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extern void transnum(void );
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//#line "gamedef.c" 402
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extern uint8_t parsecommand(int readfromGRP );
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//#line "gamedef.c" 1227
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extern void passone(int readfromGRP);
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//#line "gamedef.c" 1239
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extern void loadefs(char *fn,char *mptr, int readfromGRP);
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//#line "gamedef.c" 1342
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extern uint8_t dodge(spritetype *s);
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//#line "gamedef.c" 1374
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extern short furthestangle(short i,short angs);
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//#line "gamedef.c" 1404
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extern short furthestcanseepoint(short i,spritetype *ts,int32_t *dax,int32_t *day);
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//#line "gamedef.c" 1444
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extern void alterang(short a);
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//#line "gamedef.c" 1512
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extern void move(void);
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//#line "gamedef.c" 1711
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extern void parseifelse(int32_t condition);
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//#line "gamedef.c" 1729
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extern uint8_t parse(void );
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//#line "gamedef.c" 2699
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extern void execute(short i,short p,int32_t x);
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//#line "game.c" 63
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extern void overwritesprite(int32_t thex,int32_t they,short tilenum,int8_t shade,uint8_t stat,uint8_t dapalnum);
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//#line "game.c" 70
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extern void timerhandler(void);
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//#line "game.c" 75
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extern int inittimer(int);
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//#line "game.c" 81
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extern void uninittimer(void );
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//#line "game.c" 89
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extern int gametext(int x,int y,char *t,uint8_t s,short dabits);
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//#line "game.c" 136
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extern int gametextpart(int x,int y,char *t,uint8_t s,short p);
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//#line "game.c" 192
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extern int minitext(int x,int y,char *t,uint8_t p,uint8_t sb);
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//#line "game.c" 231
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extern void gamenumber(int32_t x,int32_t y,int32_t n,uint8_t s);
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//#line "game.c" 248
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extern void ShutDown(void );
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//#line "game.c" 260
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extern void allowtimetocorrecterrorswhenquitting(void );
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//#line "game.c" 280
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extern void getpackets(void );
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//#line "game.c" 502
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extern void faketimerhandler(void);
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//#line "game.c" 788
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extern void checksync(void );
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//#line "game.c" 815
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extern void check_fta_sounds(short i);
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//#line "game.c" 869
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extern short inventory(spritetype *s);
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//#line "game.c" 886
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extern short badguy(spritetype *s);
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//#line "game.c" 924
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extern short badguypic(short pn);
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//#line "game.c" 963
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extern void myos(int32_t x,int32_t y,short tilenum,int8_t shade,uint8_t orientation);
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//#line "game.c" 976
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extern void myospal(int32_t x,int32_t y,short tilenum,int8_t shade,uint8_t orientation,uint8_t p);
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//#line "game.c" 991
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extern void invennum(int32_t x,int32_t y,uint8_t num1,uint8_t ha,uint8_t sbits);
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//#line "game.c" 1021
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extern void weaponnum(short ind,int32_t x,int32_t y,int32_t num1,int32_t num2,uint8_t ha);
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//#line "game.c" 1049
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extern void weaponnum999(uint8_t ind,int32_t x,int32_t y,int32_t num1,int32_t num2,uint8_t ha);
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//#line "game.c" 1088
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extern void weapon_amounts(struct player_struct *p,int32_t x,int32_t y,int32_t u);
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//#line "game.c" 1197
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extern void digitalnumber(int32_t x,int32_t y,int32_t n,uint8_t s,uint8_t cs);
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//#line "game.c" 1223
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extern void scratchmarks(int32_t x,int32_t y,int32_t n,uint8_t s,uint8_t p);
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//#line "game.c" 1238
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extern void displayinventory(struct player_struct *p);
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//#line "game.c" 1296
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extern void displayfragbar(void );
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//#line "game.c" 1318
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void drawsmallweapon(short weapon, float scale, short x, short y); // xduke
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extern void coolgaugetext(short snum);
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//#line "game.c" 1557
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extern void tics(short offx, short offy , short color);
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//#line "game.c" 1572
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extern void clocks(void );
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//#line "game.c" 1582
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extern void coords(short snum);
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//#line "game.c" 1607
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extern void operatefta(void);
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//#line "game.c" 1654
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extern void FTA(short q,struct player_struct *p, int mode);
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//#line "game.c" 1668
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extern void showtwoscreens(void );
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//#line "game.c" 1705
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extern void gameexit(char *t);
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//#line "game.c" 1752
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extern short strget(short x,short y,char *t,short dalen,short c);
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//#line "game.c" 1819
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extern void displayrest(int32_t smoothratio);
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//#line "game.c" 2047
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extern void updatesectorz(int32_t x,int32_t y,int32_t z,short *sectnum);
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//#line "game.c" 2085
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extern void view(struct player_struct *pp,int32_t *vx,int32_t *vy,int32_t *vz,short *vsectnum,short ang,short horiz);
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//#line "game.c" 2137
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extern void drawbackground(void );
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//#line "game.c" 2200
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extern void displayrooms(short snum,int32_t smoothratio);
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//#line "game.c" 2445
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extern short LocateTheLocator(short n,short sn);
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//#line "game.c" 2459
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extern short EGS(short whatsect,int32_t s_x,int32_t s_y,int32_t s_z,short s_pn,int8_t s_s,int8_t s_xr,int8_t s_yr,short s_a,short s_ve,int32_t s_zv,short s_ow,int8_t s_ss);
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//#line "game.c" 2537
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extern uint8_t wallswitchcheck(short i);
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//#line "game.c" 2588
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extern short spawn(short j,short pn);
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//#line "game.c" 4181
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extern void animatesprites(int32_t x,int32_t y,short a,int32_t smoothratio);
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//#line "game.c" 4859
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extern void cheats(void );
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//#line "game.c" 5303
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extern void nonsharedkeys(void );
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//#line "game.c" 5863
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extern void comlinehelp(char **argv);
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//#line "game.c" 5889
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extern void checkcommandline(int argc,char **argv);
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//#line "game.c" 6078
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extern void printstr(short x,short y,uint8_t string[],uint8_t attribute);
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//#line "game.c" 6104
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extern void Logo(void );
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//#line "game.c" 6187
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extern void loadtmb(void );
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//#line "game.c" 6210
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extern void compilecons(void );
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//#line "game.c" 6230
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extern void Startup(void );
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//#line "game.c" 6284
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extern void getnames(void );
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//#line "game.c" 6309
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extern int main(int argc,char **argv);
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//#line "game.c" 6563
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extern uint8_t opendemoread(uint8_t which_demo);
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//#line "game.c" 6589
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extern void opendemowrite(void );
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//#line "game.c" 6608
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extern void record(void );
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//#line "game.c" 6626
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extern void closedemowrite(void );
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//#line "game.c" 6642
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extern int32_t playback(void );
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//#line "game.c" 6777
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extern uint8_t moveloop(void);
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//#line "game.c" 6796
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extern void fakedomovethingscorrect(void);
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//#line "game.c" 6829
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extern void fakedomovethings(void );
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//#line "game.c" 7247
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extern uint8_t domovethings(void );
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//#line "game.c" 7373
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extern void displaybonuspics(short x,short y,short p);
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//#line "game.c" 7396
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extern void doorders(void );
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//#line "game.c" 7432
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extern void dobonus(uint8_t bonusonly);
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//#line "game.c" 7846
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extern void cameratext(short i);
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//#line "game.c" 7869
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extern void vglass(int32_t x,int32_t y,short a,short wn,short n);
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//#line "game.c" 7882
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extern void lotsofglass(short i,short wallnum,short n);
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//#line "game.c" 7924
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extern void spriteglass(short i,short n);
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//#line "game.c" 7937
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extern void ceilingglass(short i,short sectnum,short n);
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//#line "game.c" 7966
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extern void lotsofcolourglass(short i,short wallnum,short n);
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//#line "game.c" 8004
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extern void SetupGameButtons(void );
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//#line "game.c" 8068
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extern int32_t GetTime(void );
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//#line "game.c" 8082
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extern void CenterCenter(void );
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//#line "game.c" 8095
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|
extern void UpperLeft(void );
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//#line "game.c" 8108
|
|
extern void LowerRight(void );
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//#line "game.c" 8121
|
|
extern void CenterThrottle(void );
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|
//#line "game.c" 8134
|
|
extern void CenterRudder(void );
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|
//#line "game.c" ????
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extern void takescreenshot(void );
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|
//#line "config.c" 57
|
|
extern void CONFIG_GetSetupFilename(void );
|
|
//#line "config.c" 170
|
|
extern int32 CONFIG_FunctionNameToNum(char *func);
|
|
//#line "config.c" 192
|
|
extern char *CONFIG_FunctionNumToName(int32 func);
|
|
//#line "config.c" 211
|
|
extern int32 CONFIG_AnalogNameToNum(char *func);
|
|
//#line "config.c" 240
|
|
extern void CONFIG_SetDefaults(void );
|
|
//#line "config.c" 264
|
|
extern void CONFIG_ReadKeys(void );
|
|
//#line "config.c" 314
|
|
extern void CONFIG_SetupMouse(int32 scripthandle);
|
|
//#line "config.c" 376
|
|
extern void CONFIG_SetupGamePad(int32 scripthandle);
|
|
//#line "config.c" 427
|
|
extern void CONFIG_SetupJoystick(int32 scripthandle);
|
|
//#line "config.c" 485
|
|
extern void readsavenames(void );
|
|
//#line "config.c" 512
|
|
extern void CONFIG_ReadSetup(void );
|
|
//#line "config.c" 613
|
|
extern void CONFIG_WriteSetup(void );
|
|
//#line "animlib.c" 34
|
|
extern void CheckAnimStarted(uint8_t *funcname);
|
|
//#line "animlib.c" 46
|
|
extern uint16 findpage(uint16 framenumber);
|
|
//#line "animlib.c" 71
|
|
extern void loadpage(uint16 pagenumber,uint16 *pagepointer);
|
|
//#line "animlib.c" 97
|
|
extern void CPlayRunSkipDump(byte *srcP,byte *dstP);
|
|
//#line "animlib.c" 177
|
|
extern void renderframe(uint16 framenumber,uint16 *pagepointer);
|
|
//#line "animlib.c" 214
|
|
extern void drawframe(uint16 framenumber);
|
|
//#line "animlib.c" 228
|
|
extern void ANIM_LoadAnim(byte *buffer);
|
|
//#line "animlib.c" 260
|
|
extern void ANIM_FreeAnim(void );
|
|
//#line "animlib.c" 275
|
|
extern int32 ANIM_NumFrames(void );
|
|
//#line "animlib.c" 287
|
|
extern byte *ANIM_DrawFrame(int32 framenumber);
|
|
//#line "animlib.c" 312
|
|
extern byte *ANIM_GetPalette(void );
|
|
//#line "actors.c" 7
|
|
extern void updateinterpolations(void);
|
|
//#line "actors.c" 15
|
|
extern void setinterpolation(int32_t *posptr);
|
|
//#line "actors.c" 27
|
|
extern void stopinterpolation(int32_t *posptr);
|
|
//#line "actors.c" 41
|
|
extern void dointerpolations(int32_t smoothratio);
|
|
//#line "actors.c" 55
|
|
extern void restoreinterpolations(void);
|
|
//#line "actors.c" 63
|
|
extern int32_t ceilingspace(short sectnum);
|
|
//#line "actors.c" 77
|
|
extern int32_t floorspace(short sectnum);
|
|
//#line "actors.c" 91
|
|
extern void addammo(short weapon,struct player_struct *p,short amount);
|
|
//#line "actors.c" 99
|
|
extern void addweapon(struct player_struct *p,short weapon);
|
|
//#line "actors.c" 132
|
|
extern void checkavailinven(struct player_struct *p);
|
|
//#line "actors.c" 152
|
|
extern void checkavailweapon(struct player_struct *p);
|
|
//#line "actors.c" 301
|
|
extern int32_t ifsquished(short i,short p);
|
|
//#line "actors.c" 326
|
|
extern void hitradius(short i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4);
|
|
//#line "actors.c" 556
|
|
extern int movesprite(short spritenum,int32_t xchange,int32_t ychange,int32_t zchange,uint32_t cliptype);
|
|
//#line "actors.c" 643
|
|
extern short ssp(short i,uint32_t cliptype);
|
|
//#line "actors.c" 658
|
|
extern void insertspriteq(short i);
|
|
//#line "actors.c" 666
|
|
extern void lotsofmoney(spritetype *s,short n);
|
|
//#line "actors.c" 676
|
|
extern void guts(spritetype *s,short gtype,short n,short p);
|
|
//#line "actors.c" 718
|
|
extern void setsectinterpolate(short i);
|
|
//#line "actors.c" 742
|
|
extern void clearsectinterpolate(short i);
|
|
//#line "actors.c" 760
|
|
extern void ms(short i);
|
|
//#line "actors.c" 791
|
|
extern void movefta(void );
|
|
//#line "actors.c" 882
|
|
extern short ifhitsectors(short sectnum);
|
|
//#line "actors.c" 896
|
|
extern short ifhitbyweapon(short sn);
|
|
//#line "actors.c" 970
|
|
extern void movecyclers(void );
|
|
//#line "actors.c" 1007
|
|
extern void movedummyplayers(void );
|
|
//#line "actors.c" 1053
|
|
extern void moveplayers(void );
|
|
//#line "actors.c" 1192
|
|
extern void movefx(void );
|
|
//#line "actors.c" 1294
|
|
extern void movefallers(void );
|
|
//#line "actors.c" 1389
|
|
extern void movestandables(void );
|
|
//#line "actors.c" 2234
|
|
extern void bounce(short i);
|
|
//#line "actors.c" 2273
|
|
extern void moveweapons(void );
|
|
//#line "actors.c" 2613
|
|
extern void movetransports(void );
|
|
//#line "actors.c" 2887
|
|
extern void moveeffectors(void );
|
|
//#line "actors.c" 4840
|
|
extern void moveactors(void );
|
|
//#line "actors.c" 6005
|
|
extern void moveexplosions(void );
|
|
|
|
#endif
|