// Header file for the action routine link table // Generated with DED Manager 1.1 #ifndef __ACTION_LINK_H__ #define __ACTION_LINK_H__ #ifndef __JHERETIC__ # error "Using jHeretic headers without __JHERETIC__" #endif #include "dd_share.h" typedef struct { char *name; // Name of the routine. void (C_DECL * func) (); // Pointer to the function. } actionlink_t; extern actionlink_t actionlinks[]; void C_DECL A_AccTeleGlitter(); void C_DECL A_AddPlayerCorpse(); void C_DECL A_AddPlayerRain(); void C_DECL A_BeakAttackPL1(); void C_DECL A_BeakAttackPL2(); void C_DECL A_BeakRaise(); void C_DECL A_BeakReady(); void C_DECL A_BeastAttack(); void C_DECL A_BeastPuff(); void C_DECL A_BlueSpark(); void C_DECL A_BoltSpark(); void C_DECL A_BossDeath(); void C_DECL A_Chase(); void C_DECL A_CheckBurnGone(); void C_DECL A_CheckSkullDone(); void C_DECL A_CheckSkullFloor(); void C_DECL A_ChicAttack(); void C_DECL A_ChicChase(); void C_DECL A_ChicLook(); void C_DECL A_ChicPain(); void C_DECL A_ClinkAttack(); void C_DECL A_ContMobjSound(); void C_DECL A_DeathBallImpact(); void C_DECL A_DripBlood(); void C_DECL A_ESound(); void C_DECL A_Explode(); void C_DECL A_FaceTarget(); void C_DECL A_Feathers(); void C_DECL A_FireBlasterPL1(); void C_DECL A_FireBlasterPL2(); void C_DECL A_FireCrossbowPL1(); void C_DECL A_FireCrossbowPL2(); void C_DECL A_FireGoldWandPL1(); void C_DECL A_FireGoldWandPL2(); void C_DECL A_FireMacePL1(); void C_DECL A_FireMacePL2(); void C_DECL A_FirePhoenixPL1(); void C_DECL A_FirePhoenixPL2(); void C_DECL A_FireSkullRodPL1(); void C_DECL A_FireSkullRodPL2(); void C_DECL A_FlameEnd(); void C_DECL A_FlameSnd(); void C_DECL A_FloatPuff(); void C_DECL A_FreeTargMobj(); void C_DECL A_GauntletAttack(); void C_DECL A_GenWizard(); void C_DECL A_GhostOff(); void C_DECL A_HeadAttack(); void C_DECL A_HeadFireGrow(); void C_DECL A_HeadIceImpact(); void C_DECL A_HideInCeiling(); void C_DECL A_HideThing(); void C_DECL A_ImpDeath(); void C_DECL A_ImpExplode(); void C_DECL A_ImpMeAttack(); void C_DECL A_ImpMsAttack(); void C_DECL A_ImpMsAttack2(); void C_DECL A_ImpXDeath1(); void C_DECL A_ImpXDeath2(); void C_DECL A_InitKeyGizmo(); void C_DECL A_InitPhoenixPL2(); void C_DECL A_KnightAttack(); void C_DECL A_Light0(); void C_DECL A_Look(); void C_DECL A_Lower(); void C_DECL A_MaceBallImpact(); void C_DECL A_MaceBallImpact2(); void C_DECL A_MacePL1Check(); void C_DECL A_MakePod(); void C_DECL A_MinotaurAtk1(); void C_DECL A_MinotaurAtk2(); void C_DECL A_MinotaurAtk3(); void C_DECL A_MinotaurCharge(); void C_DECL A_MinotaurDecide(); void C_DECL A_MntrFloorFire(); void C_DECL A_MummyAttack(); void C_DECL A_MummyAttack2(); void C_DECL A_MummyFX1Seek(); void C_DECL A_MummySoul(); void C_DECL A_NoBlocking(); void C_DECL A_Pain(); void C_DECL A_PhoenixPuff(); void C_DECL A_PodPain(); void C_DECL A_RainImpact(); void C_DECL A_Raise(); void C_DECL A_ReFire(); void C_DECL A_RemovePod(); void C_DECL A_RestoreArtifact(); void C_DECL A_RestoreSpecialThing1(); void C_DECL A_RestoreSpecialThing2(); void C_DECL A_Scream(); void C_DECL A_ShutdownPhoenixPL2(); void C_DECL A_SkullPop(); void C_DECL A_SkullRodPL2Seek(); void C_DECL A_SkullRodStorm(); void C_DECL A_SnakeAttack(); void C_DECL A_SnakeAttack2(); void C_DECL A_Sor1Chase(); void C_DECL A_Sor1Pain(); void C_DECL A_Sor2DthInit(); void C_DECL A_Sor2DthLoop(); void C_DECL A_SorcererRise(); void C_DECL A_SorDBon(); void C_DECL A_SorDExp(); void C_DECL A_SorDSph(); void C_DECL A_SorRise(); void C_DECL A_SorSightSnd(); void C_DECL A_SorZap(); void C_DECL A_SpawnRippers(); void C_DECL A_SpawnTeleGlitter(); void C_DECL A_SpawnTeleGlitter2(); void C_DECL A_Srcr1Attack(); void C_DECL A_Srcr2Attack(); void C_DECL A_Srcr2Decide(); void C_DECL A_StaffAttackPL1(); void C_DECL A_StaffAttackPL2(); void C_DECL A_UnHideThing(); void C_DECL A_VolcanoBlast(); void C_DECL A_VolcanoSet(); void C_DECL A_VolcBallImpact(); void C_DECL A_WeaponReady(); void C_DECL A_WhirlwindSeek(); void C_DECL A_WizAtk1(); void C_DECL A_WizAtk2(); void C_DECL A_WizAtk3(); #endif