📄 info.c
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void A_FireMacePL1 ();void A_FireMacePL2 ();void A_MacePL1Check ();void A_MaceBallImpact ();void A_MaceBallImpact2 ();void A_DeathBallImpact ();void A_FireSkullRodPL1 ();void A_FireSkullRodPL2 ();void A_SkullRodPL2Seek ();void A_AddPlayerRain ();void A_HideInCeiling ();void A_SkullRodStorm ();void A_RainImpact ();void A_FireGoldWandPL1 ();void A_FireGoldWandPL2 ();void A_FirePhoenixPL1 ();void A_InitPhoenixPL2 ();void A_FirePhoenixPL2 ();void A_ShutdownPhoenixPL2 ();void A_PhoenixPuff ();void A_FlameEnd ();void A_FloatPuff ();void A_FireCrossbowPL1 ();void A_FireCrossbowPL2 ();void A_BoltSpark ();void A_NoBlocking ();void A_AddPlayerCorpse ();void A_SkullPop ();void A_FlameSnd ();void A_CheckBurnGone ();void A_CheckSkullFloor ();void A_CheckSkullDone ();void A_Feathers ();void A_ChicLook ();void A_ChicChase ();void A_ChicPain ();void A_ChicAttack ();void A_MummyAttack ();void A_MummyAttack2 ();void A_MummySoul ();void A_ContMobjSound ();void A_MummyFX1Seek ();void A_BeastAttack ();void A_SnakeAttack ();void A_SnakeAttack2 ();void A_HHeadAttack ();void A_HBossDeath ();void A_HeadIceImpact ();void A_HeadFireGrow ();void A_WhirlwindSeek ();void A_ClinkAttack ();void A_WizAtk1 ();void A_WizAtk2 ();void A_WizAtk3 ();void A_GhostOff ();void A_ImpMeAttack ();void A_ImpMsAttack ();void A_ImpMsAttack2 ();void A_ImpDeath ();void A_ImpXDeath1 ();void A_ImpXDeath2 ();void A_ImpExplode ();void A_KnightAttack ();void A_DripBlood ();void A_Sor1Chase ();void A_Sor1Pain ();void A_Srcr1Attack ();void A_SorZap ();void A_SorcererRise ();void A_SorRise ();void A_SorSightSnd ();void A_Srcr2Decide ();void A_Srcr2Attack ();void A_Sor2DthInit ();void A_SorDSph ();void A_Sor2DthLoop ();void A_SorDExp ();void A_SorDBon ();void A_BlueSpark ();void A_GenWizard ();void A_MinotaurAtk1 ();void A_MinotaurDecide ();void A_MinotaurAtk2 ();void A_MinotaurAtk3 ();void A_MinotaurCharge ();void A_MntrFloorFire ();void A_ESound ();// Fab note : frame is masked through FF_FRAMEMASK// FF_FULLBRIGHT (0x8000) activates the fullbright colormap//state_t states[NUMSTATES] = { {SPR_TROO, 0, -1,{NULL} ,S_NULL }, // S_NULL {SPR_SHTG, 4, 0,{A_Light0} ,S_NULL }, // S_LIGHTDONE {SPR_PUNG, 0, 1,{A_WeaponReady} ,S_PUNCH }, // S_PUNCH {SPR_PUNG, 0, 1,{A_Lower} ,S_PUNCHDOWN }, // S_PUNCHDOWN {SPR_PUNG, 0, 1,{A_Raise} ,S_PUNCHUP }, // S_PUNCHUP {SPR_PUNG, 1, 4,{NULL} ,S_PUNCH2 }, // S_PUNCH1 {SPR_PUNG, 2, 4,{A_Punch} ,S_PUNCH3 }, // S_PUNCH2 {SPR_PUNG, 3, 5,{NULL} ,S_PUNCH4 }, // S_PUNCH3 {SPR_PUNG, 2, 4,{NULL} ,S_PUNCH5 }, // S_PUNCH4 {SPR_PUNG, 1, 5,{A_ReFire} ,S_PUNCH }, // S_PUNCH5 {SPR_PISG, 0, 1,{A_WeaponReady} ,S_PISTOL }, // S_PISTOL {SPR_PISG, 0, 1,{A_Lower} ,S_PISTOLDOWN }, // S_PISTOLDOWN {SPR_PISG, 0, 1,{A_Raise} ,S_PISTOLUP }, // S_PISTOLUP {SPR_PISG, 0, 4,{NULL} ,S_PISTOL2 }, // S_PISTOL1 {SPR_PISG, 1, 6,{A_FirePistol} ,S_PISTOL3 }, // S_PISTOL2 {SPR_PISG, 2, 4,{NULL} ,S_PISTOL4 }, // S_PISTOL3 {SPR_PISG, 1, 5,{A_ReFire} ,S_PISTOL }, // S_PISTOL4 {SPR_PISF,32768, 7,{A_Light1} ,S_LIGHTDONE }, // S_PISTOLFLASH {SPR_SHTG, 0, 1,{A_WeaponReady} ,S_SGUN }, // S_SGUN {SPR_SHTG, 0, 1,{A_Lower} ,S_SGUNDOWN }, // S_SGUNDOWN {SPR_SHTG, 0, 1,{A_Raise} ,S_SGUNUP }, // S_SGUNUP {SPR_SHTG, 0, 3,{NULL} ,S_SGUN2 }, // S_SGUN1 {SPR_SHTG, 0, 7,{A_FireShotgun} ,S_SGUN3 }, // S_SGUN2 {SPR_SHTG, 1, 5,{NULL} ,S_SGUN4 }, // S_SGUN3 {SPR_SHTG, 2, 5,{NULL} ,S_SGUN5 }, // S_SGUN4 {SPR_SHTG, 3, 4,{NULL} ,S_SGUN6 }, // S_SGUN5 {SPR_SHTG, 2, 5,{NULL} ,S_SGUN7 }, // S_SGUN6 {SPR_SHTG, 1, 5,{NULL} ,S_SGUN8 }, // S_SGUN7 {SPR_SHTG, 0, 3,{NULL} ,S_SGUN9 }, // S_SGUN8 {SPR_SHTG, 0, 7,{A_ReFire} ,S_SGUN }, // S_SGUN9 {SPR_SHTF,32768, 4,{A_Light1} ,S_SGUNFLASH2 }, // S_SGUNFLASH1 {SPR_SHTF,32769, 3,{A_Light2} ,S_LIGHTDONE }, // S_SGUNFLASH2 {SPR_SHT2, 0, 1,{A_WeaponReady} ,S_DSGUN }, // S_DSGUN {SPR_SHT2, 0, 1,{A_Lower} ,S_DSGUNDOWN }, // S_DSGUNDOWN {SPR_SHT2, 0, 1,{A_Raise} ,S_DSGUNUP }, // S_DSGUNUP {SPR_SHT2, 0, 3,{NULL} ,S_DSGUN2 }, // S_DSGUN1 {SPR_SHT2, 0, 7,{A_FireShotgun2} ,S_DSGUN3 }, // S_DSGUN2 {SPR_SHT2, 1, 7,{NULL} ,S_DSGUN4 }, // S_DSGUN3 {SPR_SHT2, 2, 7,{A_CheckReload} ,S_DSGUN5 }, // S_DSGUN4 {SPR_SHT2, 3, 7,{A_OpenShotgun2} ,S_DSGUN6 }, // S_DSGUN5 {SPR_SHT2, 4, 7,{NULL} ,S_DSGUN7 }, // S_DSGUN6 {SPR_SHT2, 5, 7,{A_LoadShotgun2} ,S_DSGUN8 }, // S_DSGUN7 {SPR_SHT2, 6, 6,{NULL} ,S_DSGUN9 }, // S_DSGUN8 {SPR_SHT2, 7, 6,{A_CloseShotgun2},S_DSGUN10 }, // S_DSGUN9 {SPR_SHT2, 0, 5,{A_ReFire} ,S_DSGUN }, // S_DSGUN10 {SPR_SHT2, 1, 7,{NULL} ,S_DSNR2 }, // S_DSNR1 {SPR_SHT2, 0, 3,{NULL} ,S_DSGUNDOWN }, // S_DSNR2 {SPR_SHT2,32776, 5,{A_Light1} ,S_DSGUNFLASH2 }, // S_DSGUNFLASH1 {SPR_SHT2,32777, 4,{A_Light2} ,S_LIGHTDONE }, // S_DSGUNFLASH2 {SPR_CHGG, 0, 1,{A_WeaponReady} ,S_CHAIN }, // S_CHAIN {SPR_CHGG, 0, 1,{A_Lower} ,S_CHAINDOWN }, // S_CHAINDOWN {SPR_CHGG, 0, 1,{A_Raise} ,S_CHAINUP }, // S_CHAINUP {SPR_CHGG, 0, 4,{A_FireCGun} ,S_CHAIN2 }, // S_CHAIN1 {SPR_CHGG, 1, 4,{A_FireCGun} ,S_CHAIN3 }, // S_CHAIN2 {SPR_CHGG, 1, 0,{A_ReFire} ,S_CHAIN }, // S_CHAIN3 {SPR_CHGF,32768, 5,{A_Light1} ,S_LIGHTDONE }, // S_CHAINFLASH1 {SPR_CHGF,32769, 5,{A_Light2} ,S_LIGHTDONE }, // S_CHAINFLASH2 {SPR_MISG, 0, 1,{A_WeaponReady} ,S_MISSILE }, // S_MISSILE {SPR_MISG, 0, 1,{A_Lower} ,S_MISSILEDOWN }, // S_MISSILEDOWN {SPR_MISG, 0, 1,{A_Raise} ,S_MISSILEUP }, // S_MISSILEUP {SPR_MISG, 1, 8,{A_GunFlash} ,S_MISSILE2 }, // S_MISSILE1 {SPR_MISG, 1, 12,{A_FireMissile} ,S_MISSILE3 }, // S_MISSILE2 {SPR_MISG, 1, 0,{A_ReFire} ,S_MISSILE }, // S_MISSILE3 {SPR_MISF,32768, 3,{A_Light1} ,S_MISSILEFLASH2}, // S_MISSILEFLASH1 {SPR_MISF,32769, 4,{NULL} ,S_MISSILEFLASH3}, // S_MISSILEFLASH2 {SPR_MISF,32770, 4,{A_Light2} ,S_MISSILEFLASH4}, // S_MISSILEFLASH3 {SPR_MISF,32771, 4,{A_Light2} ,S_LIGHTDONE }, // S_MISSILEFLASH4 {SPR_SAWG, 2, 4,{A_WeaponReady} ,S_SAWB }, // S_SAW {SPR_SAWG, 3, 4,{A_WeaponReady} ,S_SAW }, // S_SAWB {SPR_SAWG, 2, 1,{A_Lower} ,S_SAWDOWN }, // S_SAWDOWN {SPR_SAWG, 2, 1,{A_Raise} ,S_SAWUP }, // S_SAWUP {SPR_SAWG, 0, 4,{A_Saw} ,S_SAW2 }, // S_SAW1 {SPR_SAWG, 1, 4,{A_Saw} ,S_SAW3 }, // S_SAW2 {SPR_SAWG, 1, 0,{A_ReFire} ,S_SAW }, // S_SAW3 {SPR_PLSG, 0, 1,{A_WeaponReady} ,S_PLASMA }, // S_PLASMA {SPR_PLSG, 0, 1,{A_Lower} ,S_PLASMADOWN }, // S_PLASMADOWN {SPR_PLSG, 0, 1,{A_Raise} ,S_PLASMAUP }, // S_PLASMAUP {SPR_PLSG, 0, 3,{A_FirePlasma} ,S_PLASMA2 }, // S_PLASMA1 {SPR_PLSG, 1, 20,{A_ReFire} ,S_PLASMA }, // S_PLASMA2 {SPR_PLSF,32768, 4,{A_Light1} ,S_LIGHTDONE }, // S_PLASMAFLASH1 {SPR_PLSF,32769, 4,{A_Light1} ,S_LIGHTDONE }, // S_PLASMAFLASH2 {SPR_BFGG, 0, 1,{A_WeaponReady} ,S_BFG }, // S_BFG {SPR_BFGG, 0, 1,{A_Lower} ,S_BFGDOWN }, // S_BFGDOWN {SPR_BFGG, 0, 1,{A_Raise} ,S_BFGUP }, // S_BFGUP {SPR_BFGG, 0, 20,{A_BFGsound} ,S_BFG2 }, // S_BFG1 {SPR_BFGG, 1, 10,{A_GunFlash} ,S_BFG3 }, // S_BFG2 {SPR_BFGG, 1, 10,{A_FireBFG} ,S_BFG4 }, // S_BFG3 {SPR_BFGG, 1, 20,{A_ReFire} ,S_BFG }, // S_BFG4 {SPR_BFGF,32768, 11,{A_Light1} ,S_BFGFLASH2 }, // S_BFGFLASH1 {SPR_BFGF,32769, 6,{A_Light2} ,S_LIGHTDONE }, // S_BFGFLASH2 {SPR_BLUD, 2, 8,{NULL} ,S_BLOOD2 }, // S_BLOOD1 {SPR_BLUD, 1, 8,{NULL} ,S_BLOOD3 }, // S_BLOOD2 {SPR_BLUD, 0, 8,{NULL} ,S_NULL }, // S_BLOOD3 {SPR_PUFF,32768, 4,{NULL} ,S_PUFF2 }, // S_PUFF1 {SPR_PUFF, 1, 4,{NULL} ,S_PUFF3 }, // S_PUFF2 {SPR_PUFF, 2, 4,{NULL} ,S_PUFF4 }, // S_PUFF3 {SPR_PUFF, 3, 4,{NULL} ,S_NULL }, // S_PUFF4 {SPR_BAL1,32768, 4,{NULL} ,S_TBALL2 }, // S_TBALL1 {SPR_BAL1,32769, 4,{NULL} ,S_TBALL1 }, // S_TBALL2 {SPR_BAL1,32770, 6,{NULL} ,S_TBALLX2 }, // S_TBALLX1 {SPR_BAL1,32771, 6,{NULL} ,S_TBALLX3 }, // S_TBALLX2 {SPR_BAL1,32772, 6,{NULL} ,S_NULL }, // S_TBALLX3 {SPR_BAL2,32768, 4,{NULL} ,S_RBALL2 }, // S_RBALL1 {SPR_BAL2,32769, 4,{NULL} ,S_RBALL1 }, // S_RBALL2 {SPR_BAL2,32770, 6,{NULL} ,S_RBALLX2 }, // S_RBALLX1 {SPR_BAL2,32771, 6,{NULL} ,S_RBALLX3 }, // S_RBALLX2 {SPR_BAL2,32772, 6,{NULL} ,S_NULL }, // S_RBALLX3 {SPR_PLSS,32768, 6,{NULL} ,S_PLASBALL2 }, // S_PLASBALL {SPR_PLSS,32769, 6,{NULL} ,S_PLASBALL }, // S_PLASBALL2 {SPR_PLSE,32768, 4,{NULL} ,S_PLASEXP2 }, // S_PLASEXP {SPR_PLSE,32769, 4,{NULL} ,S_PLASEXP3 }, // S_PLASEXP2 {SPR_PLSE,32770, 4,{NULL} ,S_PLASEXP4 }, // S_PLASEXP3 {SPR_PLSE,32771, 4,{NULL} ,S_PLASEXP5 }, // S_PLASEXP4 {SPR_PLSE,32772, 4,{NULL} ,S_NULL }, // S_PLASEXP5 {SPR_MISL,32768, 1,{NULL} ,S_ROCKET }, // S_ROCKET {SPR_BFS1,32768, 4,{NULL} ,S_BFGSHOT2 }, // S_BFGSHOT {SPR_BFS1,32769, 4,{NULL} ,S_BFGSHOT }, // S_BFGSHOT2 {SPR_BFE1,32768, 8,{NULL} ,S_BFGLAND2 }, // S_BFGLAND {SPR_BFE1,32769, 8,{NULL} ,S_BFGLAND3 }, // S_BFGLAND2 {SPR_BFE1,32770, 8,{A_BFGSpray} ,S_BFGLAND4 }, // S_BFGLAND3
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