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📄 info.c

📁 The source code of Doom legacy for windows
💻 C
📖 第 1 页 / 共 5 页
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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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