DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire) { ACTION_PARAM_START(1) ACTION_PARAM_STATE(state, 0); A_ReFire(self, state); }
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire) { PARAM_ACTION_PROLOGUE; PARAM_STATE_OPT(state) { state = NULL; } A_ReFire(self, state); return 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; }
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); } }