Odamex
Setting the Standard in Multiplayer Doom
common/info.cpp File Reference

Functions

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

Variables

const char * sprnames [NUMSPRITES+1]
state_t states [NUMSTATES]
mobjinfo_t mobjinfo [NUMMOBJTYPES]

Function Documentation

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

Variable Documentation

mobjinfo_t mobjinfo[NUMMOBJTYPES]
const char* sprnames[NUMSPRITES+1]
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","TNT1","GIB0",
        "GIB1","GIB2","GIB3","GIB4","GIB5","GIB6","GIB7","UNKN",

        
        "BSOK","RSOK","BFLG","RFLG","BDWN","RDWN","BCAR","RCAR","TLGL",
        0
}
state_t states[NUMSTATES]
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