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📄 info.c

📁 The source code of Doom legacy for windows
💻 C
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// Emacs style mode select   -*- C++ -*-//-----------------------------------------------------------------------------//// $Id: info.c,v 1.11 2001/03/30 17:12:49 bpereira Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// This program is free software; you can redistribute it and/or// modify it under the terms of the GNU General Public License// as published by the Free Software Foundation; either version 2// of the License, or (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.////// $Log: info.c,v $// Revision 1.11  2001/03/30 17:12:49  bpereira// no message//// Revision 1.10  2001/03/13 22:14:19  stroggonmeth// Long time no commit. 3D floors, FraggleScript, portals, ect.//// Revision 1.9  2001/01/25 22:15:42  bpereira// added heretic support//// Revision 1.8  2000/11/02 17:50:06  stroggonmeth// Big 3Dfloors & FraggleScript commit!!//// Revision 1.7  2000/10/21 08:43:29  bpereira// no message//// Revision 1.6  2000/08/31 14:30:55  bpereira// no message//// Revision 1.5  2000/04/11 19:07:23  stroggonmeth// Finished my logs, fixed a crashing bug.//// Revision 1.4  2000/04/09 02:30:56  stroggonmeth// Fixed missing sprite def//// Revision 1.3  2000/04/04 00:32:45  stroggonmeth// Initial Boom compatability plus few misc changes all around.//// Revision 1.2  2000/02/27 00:42:10  hurdler// fix CR+LF problem//// Revision 1.1.1.1  2000/02/22 20:32:33  hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION://      Thing frame/state LUT,//      generated by multigen utilitiy.//      This one is the original DOOM version, preserved.////-----------------------------------------------------------------------------// Data.#include "doomdef.h"#include "sounds.h"#include "m_fixed.h"#include "d_items.h"#include "p_mobj.h"char *sprnames[NUMSPRITES+1] = {    "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","SMOK","SPLA",    "TNT1", //SoM: 4/8/2000: INVISIBLE SPRITE!    "IMPX","ACLO","PTN1","SHLD","SHD2","BAGH","SPMP","INVS","PTN2","SOAR",    "INVU","PWBK","EGGC","EGGM","FX01","SPHL","TRCH","FBMB","XPL1","ATLP",    "PPOD","AMG1","SPSH","LVAS","SLDG","SKH1","SKH2","SKH3","SKH4","CHDL",    "SRTC","SMPL","STGS","STGL","STCS","STCL","KFR1","BARL","BRPL","MOS1",    "MOS2","WTRH","HCOR","KGZ1","KGZB","KGZG","KGZY","VLCO","VFBL","VTFB",    "SFFI","TGLT","TELE","STFF","PUF3","PUF4","BEAK","WGNT","GAUN","PUF1",    "WBLS","BLSR","FX18","FX17","WMCE","MACE","FX02","WSKL","HROD","FX00",    "FX20","FX21","FX22","FX23","GWND","PUF2","WPHX","PHNX","FX04","FX08",    "FX09","WBOW","CRBW","FX03",/*"BLOD","PLAY",*/"FDTH","BSKL","CHKN","MUMM",    "FX15","BEAS","FRB1","SNKE","SNFX","HEAD","FX05","FX06","FX07","CLNK",    "WZRD","FX11","FX10","KNIG","SPAX","RAXE","SRCR","FX14","SOR2","SDTH",    "FX16","MNTR","FX12","FX13","AKYY","BKYY","CKYY","AMG2","AMM1","AMM2",    "AMC1","AMC2","AMS1","AMS2","AMP1","AMP2","AMB1","AMB2",    NULL /* shit! 19990907 by Kin */};// Doesn't work with g++, needs actionf_p1void A_Light0();void A_WeaponReady();void A_Lower();void A_Raise();void A_Punch();void A_ReFire();void A_FirePistol();void A_Light1();void A_FireShotgun();void A_Light2();void A_FireShotgun2();void A_CheckReload();void A_OpenShotgun2();void A_LoadShotgun2();void A_CloseShotgun2();void A_FireCGun();void A_GunFlash();void A_FireMissile();void A_Saw();void A_FirePlasma();void A_BFGsound();void A_FireBFG();void A_BFGSpray();void A_Explode();void A_Pain();void A_PlayerScream();void A_Fall();void A_XScream();void A_Look();void A_Chase();void A_FaceTarget();void A_PosAttack();void A_Scream();void A_SPosAttack();void A_VileChase();void A_VileStart();void A_VileTarget();void A_VileAttack();void A_StartFire();void A_Fire();void A_FireCrackle();void A_Tracer();void A_SkelWhoosh();void A_SkelFist();void A_SkelMissile();void A_FatRaise();void A_FatAttack1();void A_FatAttack2();void A_FatAttack3();void A_BossDeath();void A_CPosAttack();void A_CPosRefire();void A_TroopAttack();void A_SargAttack();void A_HeadAttack();void A_BruisAttack();void A_SkullAttack();void A_Metal();void A_SpidRefire();void A_BabyMetal();void A_BspiAttack();void A_Hoof();void A_CyberAttack();void A_PainAttack();void A_PainDie();void A_KeenDie();void A_BrainPain();void A_BrainScream();void A_BrainDie();void A_BrainAwake();void A_BrainSpit();void A_SpawnSound();void A_SpawnFly();void A_BrainExplode();// heretic stuffvoid A_FreeTargMobj ();void A_RestoreSpecialThing1 ();void A_RestoreSpecialThing2 ();void A_HideThing ();void A_UnHideThing ();void A_RestoreArtifact ();void A_HScream ();void A_PodPain ();void A_RemovePod ();void A_MakePod ();void A_InitKeyGizmo ();void A_VolcanoSet ();void A_VolcanoBlast ();void A_BeastPuff ();void A_VolcBallImpact ();void A_SpawnTeleGlitter ();void A_SpawnTeleGlitter2 ();void A_AccTeleGlitter ();void A_Light0 ();void A_WeaponReady ();void A_Lower ();void A_Raise ();void A_StaffAttackPL1 ();void A_ReFire ();void A_StaffAttackPL2 ();void A_BeakReady ();void A_BeakRaise ();void A_BeakAttackPL1 ();void A_BeakAttackPL2 ();void A_GauntletAttack ();void A_FireBlasterPL1 ();void A_FireBlasterPL2 ();void A_SpawnRippers ();

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