// Header file for the action routine link table // Generated with DED Manager 1.13 #ifndef __ACTION_LINK_H__ #define __ACTION_LINK_H__ #ifndef __JHEXEN__ # error "Using jHexen headers without __JHEXEN__" #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_AddPlayerCorpse(); void C_DECL A_BatMove(); void C_DECL A_BatSpawn(); void C_DECL A_BatSpawnInit(); void C_DECL A_BellReset1(); void C_DECL A_BellReset2(); void C_DECL A_BishopAttack(); void C_DECL A_BishopAttack2(); void C_DECL A_BishopChase(); void C_DECL A_BishopDecide(); void C_DECL A_BishopDoBlur(); void C_DECL A_BishopMissileSeek(); void C_DECL A_BishopMissileWeave(); void C_DECL A_BishopPainBlur(); void C_DECL A_BishopPuff(); void C_DECL A_BishopSpawnBlur(); void C_DECL A_BounceCheck(); void C_DECL A_BridgeInit(); void C_DECL A_BridgeOrbit(); void C_DECL A_CentaurAttack(); void C_DECL A_CentaurAttack2(); void C_DECL A_CentaurDefend(); void C_DECL A_CentaurDropStuff(); void C_DECL A_CFlameAttack(); void C_DECL A_CFlameMissile(); void C_DECL A_CFlamePuff(); void C_DECL A_CFlameRotate(); void C_DECL A_Chase(); void C_DECL A_CheckBurnGone(); void C_DECL A_CheckFloor(); void C_DECL A_CheckSkullDone(); void C_DECL A_CheckSkullFloor(); void C_DECL A_CheckTeleRing(); void C_DECL A_CheckThrowBomb(); void C_DECL A_CHolyAttack(); void C_DECL A_CHolyAttack2(); void C_DECL A_CHolyCheckScream(); void C_DECL A_CHolyPalette(); void C_DECL A_CHolySeek(); void C_DECL A_CHolySpawnPuff(); void C_DECL A_CHolyTail(); void C_DECL A_ClassBossHealth(); void C_DECL A_ClericAttack(); void C_DECL A_CMaceAttack(); void C_DECL A_ContMobjSound(); void C_DECL A_CorpseBloodDrip(); void C_DECL A_CorpseExplode(); void C_DECL A_CStaffAttack(); void C_DECL A_CStaffCheck(); void C_DECL A_CStaffCheckBlink(); void C_DECL A_CStaffInitBlink(); void C_DECL A_CStaffMissileSlither(); void C_DECL A_DelayGib(); void C_DECL A_Demon2Death(); void C_DECL A_DemonAttack1(); void C_DECL A_DemonAttack2(); void C_DECL A_DemonDeath(); void C_DECL A_DragonAttack(); void C_DECL A_DragonCheckCrash(); void C_DECL A_DragonFlap(); void C_DECL A_DragonFlight(); void C_DECL A_DragonFX2(); void C_DECL A_DragonInitFlight(); void C_DECL A_DragonPain(); void C_DECL A_DropMace(); void C_DECL A_ESound(); void C_DECL A_EttinAttack(); void C_DECL A_Explode(); void C_DECL A_FaceTarget(); void C_DECL A_FastChase(); void C_DECL A_FAxeAttack(); void C_DECL A_FHammerAttack(); void C_DECL A_FHammerThrow(); void C_DECL A_FighterAttack(); void C_DECL A_FireConePL1(); void C_DECL A_FiredAttack(); void C_DECL A_FiredChase(); void C_DECL A_FiredRocks(); void C_DECL A_FiredSplotch(); void C_DECL A_FlameCheck(); void C_DECL A_FloatGib(); void C_DECL A_FogMove(); void C_DECL A_FogSpawn(); void C_DECL A_FPunchAttack(); void C_DECL A_FreeTargMobj(); void C_DECL A_FreezeDeath(); void C_DECL A_FreezeDeathChunks(); void C_DECL A_FSwordAttack(); void C_DECL A_FSwordFlames(); void C_DECL A_HideThing(); void C_DECL A_IceCheckHeadDone(); void C_DECL A_IceGuyAttack(); void C_DECL A_IceGuyChase(); void C_DECL A_IceGuyDie(); void C_DECL A_IceGuyLook(); void C_DECL A_IceGuyMissileExplode(); void C_DECL A_IceGuyMissilePuff(); void C_DECL A_IceSetTics(); void C_DECL A_KBolt(); void C_DECL A_KBoltRaise(); void C_DECL A_KoraxBonePop(); void C_DECL A_KoraxChase(); void C_DECL A_KoraxCommand(); void C_DECL A_KoraxDecide(); void C_DECL A_KoraxMissile(); void C_DECL A_KoraxStep(); void C_DECL A_KoraxStep2(); void C_DECL A_KSpiritRoam(); void C_DECL A_LastZap(); void C_DECL A_LeafCheck(); void C_DECL A_LeafSpawn(); void C_DECL A_LeafThrust(); void C_DECL A_Light0(); void C_DECL A_LightningClip(); void C_DECL A_LightningReady(); void C_DECL A_LightningRemove(); void C_DECL A_LightningZap(); void C_DECL A_Look(); void C_DECL A_Lower(); void C_DECL A_MageAttack(); void C_DECL A_MinotaurAtk1(); void C_DECL A_MinotaurAtk2(); void C_DECL A_MinotaurAtk3(); void C_DECL A_MinotaurCharge(); void C_DECL A_MinotaurChase(); void C_DECL A_MinotaurDecide(); void C_DECL A_MinotaurFade0(); void C_DECL A_MinotaurFade1(); void C_DECL A_MinotaurFade2(); void C_DECL A_MinotaurLook(); void C_DECL A_MinotaurRoam(); void C_DECL A_MLightningAttack(); void C_DECL A_MntrFloorFire(); void C_DECL A_MStaffAttack(); void C_DECL A_MStaffPalette(); void C_DECL A_MStaffTrack(); void C_DECL A_MStaffWeave(); void C_DECL A_MWandAttack(); void C_DECL A_NoBlocking(); void C_DECL A_NoGravity(); void C_DECL A_Pain(); void C_DECL A_PigAttack(); void C_DECL A_PigChase(); void C_DECL A_PigLook(); void C_DECL A_PigPain(); void C_DECL A_PoisonBagCheck(); void C_DECL A_PoisonBagDamage(); void C_DECL A_PoisonBagInit(); void C_DECL A_PoisonShroom(); void C_DECL A_PotteryCheck(); void C_DECL A_PotteryChooseBit(); void C_DECL A_PotteryExplode(); void C_DECL A_Quake(); void C_DECL A_QueueCorpse(); void C_DECL A_Raise(); void C_DECL A_ReFire(); void C_DECL A_RestoreArtifact(); void C_DECL A_RestoreSpecialThing1(); void C_DECL A_RestoreSpecialThing2(); void C_DECL A_Scream(); void C_DECL A_SerpentBirthScream(); void C_DECL A_SerpentChase(); void C_DECL A_SerpentCheckForAttack(); void C_DECL A_SerpentChooseAttack(); void C_DECL A_SerpentDiveSound(); void C_DECL A_SerpentHeadCheck(); void C_DECL A_SerpentHeadPop(); void C_DECL A_SerpentHide(); void C_DECL A_SerpentHumpDecide(); void C_DECL A_SerpentLowerHump(); void C_DECL A_SerpentMeleeAttack(); void C_DECL A_SerpentMissileAttack(); void C_DECL A_SerpentRaiseHump(); void C_DECL A_SerpentSpawnGibs(); void C_DECL A_SerpentUnHide(); void C_DECL A_SerpentWalk(); void C_DECL A_SetAltShadow(); void C_DECL A_SetReflective(); void C_DECL A_SetShootable(); void C_DECL A_ShedShard(); void C_DECL A_SinkGib(); void C_DECL A_SkullPop(); void C_DECL A_SmBounce(); void C_DECL A_SmokePuffExit(); void C_DECL A_SnoutAttack(); void C_DECL A_SoAExplode(); void C_DECL A_SorcBallOrbit(); void C_DECL A_SorcBallPop(); void C_DECL A_SorcBossAttack(); void C_DECL A_SorcererBishopEntry(); void C_DECL A_SorcFX1Seek(); void C_DECL A_SorcFX2Orbit(); void C_DECL A_SorcFX2Split(); void C_DECL A_SorcFX4Check(); void C_DECL A_SorcSpinBalls(); void C_DECL A_SpawnBishop(); void C_DECL A_SpawnFizzle(); void C_DECL A_SpeedBalls(); void C_DECL A_SpeedFade(); void C_DECL A_Summon(); void C_DECL A_TeloSpawnA(); void C_DECL A_TeloSpawnB(); void C_DECL A_TeloSpawnC(); void C_DECL A_TeloSpawnD(); void C_DECL A_ThrustBlock(); void C_DECL A_ThrustImpale(); void C_DECL A_ThrustInitDn(); void C_DECL A_ThrustInitUp(); void C_DECL A_ThrustLower(); void C_DECL A_ThrustRaise(); void C_DECL A_TreeDeath(); void C_DECL A_UnHideThing(); void C_DECL A_UnSetInvulnerable(); void C_DECL A_UnSetReflective(); void C_DECL A_UnSetShootable(); void C_DECL A_WeaponReady(); void C_DECL A_WraithChase(); void C_DECL A_WraithFX2(); void C_DECL A_WraithFX3(); void C_DECL A_WraithInit(); void C_DECL A_WraithLook(); void C_DECL A_WraithMelee(); void C_DECL A_WraithMissile(); void C_DECL A_WraithRaise(); void C_DECL A_WraithRaiseInit(); void C_DECL A_ZapMimic(); #endif