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

Functions

 EXTERN_CVAR (sv_allowexit) EXTERN_CVAR(sv_fastmonsters) EXTERN_CVAR(co_realactorheight) EXTERN_CVAR(co_zdoomphys) enum dirtype_t
void A_Fall (AActor *actor)
void P_RecursiveSound (sector_t *sec, int soundblocks, AActor *soundtarget)
void P_NoiseAlert (AActor *target, AActor *emmiter)
BOOL P_CheckMeleeRange (AActor *actor)
BOOL P_CheckMissileRange (AActor *actor)
BOOL P_Move (AActor *actor)
BOOL P_TryWalk (AActor *actor)
void P_NewChaseDir (AActor *actor)
BOOL P_LookForPlayers (AActor *actor, BOOL allaround)
void A_KeenDie (AActor *actor)
void A_Look (AActor *actor)
void A_Chase (AActor *actor)
void A_FaceTarget (AActor *actor)
void A_PosAttack (AActor *actor)
void A_SPosAttack (AActor *actor)
void A_CPosAttack (AActor *actor)
void A_CPosRefire (AActor *actor)
void A_SpidRefire (AActor *actor)
void A_BspiAttack (AActor *actor)
void A_TroopAttack (AActor *actor)
void A_SargAttack (AActor *actor)
void A_HeadAttack (AActor *actor)
void A_CyberAttack (AActor *actor)
void A_BruisAttack (AActor *actor)
void A_SkelMissile (AActor *actor)
void A_Tracer (AActor *actor)
void A_SkelWhoosh (AActor *actor)
void A_SkelFist (AActor *actor)
BOOL PIT_VileCheck (AActor *thing)
void A_VileChase (AActor *actor)
void A_VileStart (AActor *actor)
void A_Fire (AActor *actor)
void A_StartFire (AActor *actor)
void A_FireCrackle (AActor *actor)
void A_VileTarget (AActor *actor)
void A_VileAttack (AActor *actor)
void A_FatRaise (AActor *actor)
void A_FatAttack1 (AActor *actor)
void A_FatAttack2 (AActor *actor)
void A_FatAttack3 (AActor *actor)
void A_SkullAttack (AActor *actor)
void A_PainShootSkull (AActor *actor, angle_t angle)
void A_PainAttack (AActor *actor)
void A_PainDie (AActor *actor)
void A_Scream (AActor *actor)
void A_XScream (AActor *actor)
void A_Pain (AActor *actor)
void A_Explode (AActor *thing)
void A_BossDeath (AActor *actor)
void A_Hoof (AActor *mo)
void A_Metal (AActor *mo)
void A_BabyMetal (AActor *mo)
void P_SpawnBrainTargets (void)
void A_BrainAwake (AActor *mo)
void A_BrainPain (AActor *mo)
void A_BrainScream (AActor *mo)
void A_BrainExplode (AActor *mo)
void A_BrainDie (AActor *mo)
void A_BrainSpit (AActor *mo)
void A_SpawnFly (AActor *mo)
void A_SpawnSound (AActor *mo)
void A_PlayerScream (AActor *mo)
void A_Gibify (AActor *mo)

Variables

bool HasBehavior
dirtype_t opposite [9]
dirtype_t diags [4]
fixed_t xspeed [8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}
fixed_t yspeed [8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}
line_t ** spechit
int numspechit
AActorcorpsehit
AActorvileobj
fixed_t viletryx
fixed_t viletryy
AActor ** braintargets
int numbraintargets_alloc
int numbraintargets
struct brain_s brain

Function Documentation

void A_BabyMetal ( AActor mo)
void A_BossDeath ( AActor actor)
void A_BrainAwake ( AActor mo)
void A_BrainDie ( AActor mo)
void A_BrainExplode ( AActor mo)
void A_BrainPain ( AActor mo)
void A_BrainScream ( AActor mo)
void A_BrainSpit ( AActor mo)
void A_BruisAttack ( AActor actor)
void A_BspiAttack ( AActor actor)
void A_Chase ( AActor actor)
void A_CPosAttack ( AActor actor)
void A_CPosRefire ( AActor actor)
void A_CyberAttack ( AActor actor)
void A_Explode ( AActor thing)
void A_FaceTarget ( AActor actor)
void A_Fall ( AActor actor)
void A_FatAttack1 ( AActor actor)
void A_FatAttack2 ( AActor actor)
void A_FatAttack3 ( AActor actor)
void A_FatRaise ( AActor actor)
void A_Fire ( AActor actor)
void A_FireCrackle ( AActor actor)
void A_Gibify ( AActor mo)
void A_HeadAttack ( AActor actor)
void A_Hoof ( AActor mo)
void A_KeenDie ( AActor actor)
void A_Look ( AActor actor)
void A_Metal ( AActor mo)
void A_Pain ( AActor actor)
void A_PainAttack ( AActor actor)
void A_PainDie ( AActor actor)
void A_PainShootSkull ( AActor actor,
angle_t  angle 
)
void A_PlayerScream ( AActor mo)
void A_PosAttack ( AActor actor)
void A_SargAttack ( AActor actor)
void A_Scream ( AActor actor)
void A_SkelFist ( AActor actor)
void A_SkelMissile ( AActor actor)
void A_SkelWhoosh ( AActor actor)
void A_SkullAttack ( AActor actor)
void A_SpawnFly ( AActor mo)
void A_SpawnSound ( AActor mo)
void A_SpidRefire ( AActor actor)
void A_SPosAttack ( AActor actor)
void A_StartFire ( AActor actor)
void A_Tracer ( AActor actor)
void A_TroopAttack ( AActor actor)
void A_VileAttack ( AActor actor)
void A_VileChase ( AActor actor)
void A_VileStart ( AActor actor)
void A_VileTarget ( AActor actor)
void A_XScream ( AActor actor)
EXTERN_CVAR ( sv_allowexit  )
BOOL P_CheckMeleeRange ( AActor actor)
BOOL P_CheckMissileRange ( AActor actor)
BOOL P_LookForPlayers ( AActor actor,
BOOL  allaround 
)
BOOL P_Move ( AActor actor)
void P_NewChaseDir ( AActor actor)
void P_NoiseAlert ( AActor target,
AActor emmiter 
)
void P_RecursiveSound ( sector_t sec,
int  soundblocks,
AActor soundtarget 
)
void P_SpawnBrainTargets ( void  )
BOOL P_TryWalk ( AActor actor)
BOOL PIT_VileCheck ( AActor thing)

Variable Documentation

struct brain_s brain
dirtype_t diags[4]
Initial value:
{
        DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST
}
dirtype_t opposite[9]
Initial value:
{
        DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
        DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR
}
fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000}
fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000}
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