Exemplo n.º 1
0
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
{
	ACTION_PARAM_START(1)
	ACTION_PARAM_STATE(state, 0);

	A_ReFire(self, state);
}
Exemplo n.º 2
0
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
{
	PARAM_ACTION_PROLOGUE;
	PARAM_STATE_OPT(state)	{ state = NULL; }
	A_ReFire(self, state);
	return 0;
}
Exemplo n.º 3
0
DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
{
	PARAM_ACTION_PROLOGUE;
	S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
	A_ReFire (self);
	return 0;
}
Exemplo n.º 4
0
OVERLAY static void
P_DoAction(action_t action, player_t *player, pspdef_t *psp)
{
  switch (action) {
    case Action_A_BFGSpray:
    case Action_A_KeenDie:
    case Action_A_Look:
    case Action_A_Chase:
    case Action_A_FaceTarget:
    case Action_A_PosAttack:
    case Action_A_SPosAttack:
    case Action_A_CPosAttack:
    case Action_A_CPosRefire:
    case Action_A_SpidRefire:
    case Action_A_BspiAttack:
    case Action_A_TroopAttack:
    case Action_A_SargAttack:
    case Action_A_HeadAttack:
    case Action_A_CyberAttack:
    case Action_A_BruisAttack:
    case Action_A_SkelMissile:
    case Action_A_Tracer:
    case Action_A_SkelWhoosh:
    case Action_A_SkelFist:
    case Action_A_VileChase:
    case Action_A_VileStart:
    case Action_A_StartFire:
    case Action_A_FireCrackle:
    case Action_A_Fire:
    case Action_A_VileTarget:
    case Action_A_VileAttack:
    case Action_A_FatRaise:
    case Action_A_FatAttack1:
    case Action_A_FatAttack2:
    case Action_A_FatAttack3:
    case Action_A_SkullAttack:
    case Action_A_PainAttack:
    case Action_A_PainDie:
    case Action_A_Scream:
    case Action_A_XScream:
    case Action_A_Pain:
    case Action_A_Fall:
    case Action_A_Explode:
    case Action_A_BossDeath:
    case Action_A_Hoof:
    case Action_A_Metal:
    case Action_A_BabyMetal:
    case Action_A_BrainAwake:
    case Action_A_BrainPain:
    case Action_A_BrainScream:
    case Action_A_BrainExplode:
    case Action_A_BrainDie:
    case Action_A_BrainSpit:
    case Action_A_SpawnSound:
    case Action_A_SpawnFly:
    case Action_A_PlayerScream:
    case Action_A_Die:
    case Action_A_Detonate:
    case Action_A_Mushroom:
    case Action_A_Spawn:
    case Action_A_Turn:
    case Action_A_Face:
    case Action_A_Scratch:
    case Action_A_PlaySound:
    case Action_A_RandomJump:
    case Action_A_LineEffect:
      assert(0 && "Unexpected action");
    case Action_None:
      break;
    case Action_A_WeaponReady:
      return A_WeaponReady(player, psp);
    case Action_A_ReFire:
      return A_ReFire(player, psp);
    case Action_A_CheckReload:
      return A_CheckReload(player, psp);
    case Action_A_Lower:
      return A_Lower(player, psp);
    case Action_A_Raise:
      return A_Raise(player, psp);
    case Action_A_GunFlash:
      return A_GunFlash(player, psp);
    case Action_A_Punch:
      return A_Punch(player, psp);
    case Action_A_Saw:
      return A_Saw(player, psp);
    case Action_A_FireMissile:
      return A_FireMissile(player, psp);
    case Action_A_FireBFG:
      return A_FireBFG(player, psp);
    case Action_A_FirePlasma:
      return A_FirePlasma(player, psp);
    case Action_A_FirePistol:
      return A_FirePistol(player, psp);
    case Action_A_FireShotgun:
      return A_FireShotgun(player, psp);
    case Action_A_FireShotgun2:
      return A_FireShotgun2(player, psp);
    case Action_A_FireCGun:
      return A_FireCGun(player, psp);
    case Action_A_Light0:
      return A_Light0(player, psp);
    case Action_A_Light1:
      return A_Light1(player, psp);
    case Action_A_Light2:
      return A_Light2(player, psp);
    case Action_A_BFGsound:
      return A_BFGsound(player, psp);
    case Action_A_OpenShotgun2:
      return A_OpenShotgun2(player, psp);
    case Action_A_LoadShotgun2:
      return A_LoadShotgun2(player, psp);
    case Action_A_CloseShotgun2:
      return A_CloseShotgun2(player, psp);
  }
}