1 /**\file
2  *\section License
3  * License: GPL
4  * Online License Link: http://www.gnu.org/licenses/gpl.html
5  *
6  *\author Copyright © 2003-2017 Jaakko Keränen <jaakko.keranen@iki.fi>
7  *\author Copyright © 2006-2013 Daniel Swanson <danij@dengine.net>
8  *
9  * This program is free software; you can redistribute it and/or modify
10  * it under the terms of the GNU General Public License as published by
11  * the Free Software Foundation; either version 2 of the License, or
12  * (at your option) any later version.
13  *
14  * This program is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17  * GNU General Public License for more details.
18  *
19  * You should have received a copy of the GNU General Public License
20  * along with this program; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor,
22  * Boston, MA  02110-1301  USA
23  */
24 
25 /**
26  * acfnlink.h:
27  */
28 
29 #ifndef __ACTION_LINK_H__
30 #define __ACTION_LINK_H__
31 
32 #ifndef __JHEXEN__
33 #  error "Using jHexen headers without __JHEXEN__"
34 #endif
35 
36 #include "dd_share.h"
37 
38 DENG_EXTERN_C actionlink_t actionlinks[];
39 
40 void C_DECL     A_AddPlayerCorpse();
41 void C_DECL     A_BatMove();
42 void C_DECL     A_BatSpawn();
43 void C_DECL     A_BatSpawnInit();
44 void C_DECL     A_BellReset1();
45 void C_DECL     A_BellReset2();
46 void C_DECL     A_BishopAttack();
47 void C_DECL     A_BishopAttack2();
48 void C_DECL     A_BishopChase();
49 void C_DECL     A_BishopDecide();
50 void C_DECL     A_BishopDoBlur();
51 void C_DECL     A_BishopMissileSeek();
52 void C_DECL     A_BishopMissileWeave();
53 void C_DECL     A_BishopPainBlur();
54 void C_DECL     A_BishopPuff();
55 void C_DECL     A_BishopSpawnBlur();
56 void C_DECL     A_BounceCheck();
57 void C_DECL     A_BridgeInit();
58 void C_DECL     A_BridgeOrbit();
59 void C_DECL     A_CentaurAttack();
60 void C_DECL     A_CentaurAttack2();
61 void C_DECL     A_CentaurDefend();
62 void C_DECL     A_CentaurDropStuff();
63 void C_DECL     A_CFlameAttack();
64 void C_DECL     A_CFlameMissile();
65 void C_DECL     A_CFlamePuff();
66 void C_DECL     A_CFlameRotate();
67 void C_DECL     A_Chase();
68 void C_DECL     A_CheckBurnGone();
69 void C_DECL     A_CheckFloor();
70 void C_DECL     A_CheckSkullDone();
71 void C_DECL     A_CheckSkullFloor();
72 void C_DECL     A_CheckTeleRing();
73 void C_DECL     A_CheckThrowBomb();
74 void C_DECL     A_CHolyAttack();
75 void C_DECL     A_CHolyAttack2();
76 void C_DECL     A_CHolyCheckScream();
77 void C_DECL     A_CHolyPalette();
78 void C_DECL     A_CHolySeek();
79 void C_DECL     A_CHolySpawnPuff();
80 void C_DECL     A_CHolyTail();
81 void C_DECL     A_ClassBossHealth();
82 void C_DECL     A_ClericAttack();
83 void C_DECL     A_CMaceAttack();
84 void C_DECL     A_ContMobjSound();
85 void C_DECL     A_CorpseBloodDrip();
86 void C_DECL     A_CorpseExplode();
87 void C_DECL     A_CStaffAttack();
88 void C_DECL     A_CStaffCheck();
89 void C_DECL     A_CStaffCheckBlink();
90 void C_DECL     A_CStaffInitBlink();
91 void C_DECL     A_CStaffMissileSlither();
92 void C_DECL     A_DelayGib();
93 void C_DECL     A_Demon2Death();
94 void C_DECL     A_DemonAttack1();
95 void C_DECL     A_DemonAttack2();
96 void C_DECL     A_DemonDeath();
97 void C_DECL     A_DragonAttack();
98 void C_DECL     A_DragonCheckCrash();
99 void C_DECL     A_DragonFlap();
100 void C_DECL     A_DragonFlight();
101 void C_DECL     A_DragonFX2();
102 void C_DECL     A_DragonInitFlight();
103 void C_DECL     A_DragonPain();
104 void C_DECL     A_DropMace();
105 void C_DECL     A_ESound();
106 void C_DECL     A_EttinAttack();
107 void C_DECL     A_Explode();
108 void C_DECL     A_FaceTarget();
109 void C_DECL     A_FastChase();
110 void C_DECL     A_FAxeAttack();
111 void C_DECL     A_FHammerAttack();
112 void C_DECL     A_FHammerThrow();
113 void C_DECL     A_FighterAttack();
114 void C_DECL     A_FireConePL1();
115 void C_DECL     A_FiredAttack();
116 void C_DECL     A_FiredChase();
117 void C_DECL     A_FiredRocks();
118 void C_DECL     A_FiredSplotch();
119 void C_DECL     A_FlameCheck();
120 void C_DECL     A_FloatGib();
121 void C_DECL     A_FogMove();
122 void C_DECL     A_FogSpawn();
123 void C_DECL     A_FPunchAttack();
124 void C_DECL     A_FreeTargMobj();
125 void C_DECL     A_FreezeDeath();
126 void C_DECL     A_FreezeDeathChunks();
127 void C_DECL     A_FSwordAttack();
128 void C_DECL     A_FSwordFlames();
129 void C_DECL     A_HideThing();
130 void C_DECL     A_IceCheckHeadDone();
131 void C_DECL     A_IceGuyAttack();
132 void C_DECL     A_IceGuyChase();
133 void C_DECL     A_IceGuyDie();
134 void C_DECL     A_IceGuyLook();
135 void C_DECL     A_IceGuyMissileExplode();
136 void C_DECL     A_IceGuyMissilePuff();
137 void C_DECL     A_IceSetTics();
138 void C_DECL     A_KBolt();
139 void C_DECL     A_KBoltRaise();
140 void C_DECL     A_KoraxBonePop();
141 void C_DECL     A_KoraxChase();
142 void C_DECL     A_KoraxCommand();
143 void C_DECL     A_KoraxDecide();
144 void C_DECL     A_KoraxMissile();
145 void C_DECL     A_KoraxStep();
146 void C_DECL     A_KoraxStep2();
147 void C_DECL     A_KSpiritRoam();
148 void C_DECL     A_LastZap();
149 void C_DECL     A_LeafCheck();
150 void C_DECL     A_LeafSpawn();
151 void C_DECL     A_LeafThrust();
152 void C_DECL     A_Light0();
153 void C_DECL     A_LightningClip();
154 void C_DECL     A_LightningReady();
155 void C_DECL     A_LightningRemove();
156 void C_DECL     A_LightningZap();
157 void C_DECL     A_Look();
158 void C_DECL     A_Lower();
159 void C_DECL     A_MageAttack();
160 void C_DECL     A_MinotaurAtk1();
161 void C_DECL     A_MinotaurAtk2();
162 void C_DECL     A_MinotaurAtk3();
163 void C_DECL     A_MinotaurCharge();
164 void C_DECL     A_MinotaurChase();
165 void C_DECL     A_MinotaurDecide();
166 void C_DECL     A_MinotaurFade0();
167 void C_DECL     A_MinotaurFade1();
168 void C_DECL     A_MinotaurFade2();
169 void C_DECL     A_MinotaurLook();
170 void C_DECL     A_MinotaurRoam();
171 void C_DECL     A_MLightningAttack();
172 void C_DECL     A_MntrFloorFire();
173 void C_DECL     A_MStaffAttack();
174 void C_DECL     A_MStaffPalette();
175 void C_DECL     A_MStaffTrack();
176 void C_DECL     A_MStaffWeave();
177 void C_DECL     A_MWandAttack();
178 void C_DECL     A_NoBlocking();
179 void C_DECL     A_NoGravity();
180 void C_DECL     A_Pain();
181 void C_DECL     A_PigAttack();
182 void C_DECL     A_PigChase();
183 void C_DECL     A_PigLook();
184 void C_DECL     A_PigPain();
185 void C_DECL     A_PoisonBagCheck();
186 void C_DECL     A_PoisonBagDamage();
187 void C_DECL     A_PoisonBagInit();
188 void C_DECL     A_PoisonShroom();
189 void C_DECL     A_PotteryCheck();
190 void C_DECL     A_PotteryChooseBit();
191 void C_DECL     A_PotteryExplode();
192 void C_DECL     A_Quake();
193 void C_DECL     A_QueueCorpse();
194 void C_DECL     A_Raise();
195 void C_DECL     A_ReFire();
196 void C_DECL     A_RestoreArtifact();
197 void C_DECL     A_RestoreSpecialThing1();
198 void C_DECL     A_RestoreSpecialThing2();
199 void C_DECL     A_Scream();
200 void C_DECL     A_SerpentBirthScream();
201 void C_DECL     A_SerpentChase();
202 void C_DECL     A_SerpentCheckForAttack();
203 void C_DECL     A_SerpentChooseAttack();
204 void C_DECL     A_SerpentDiveSound();
205 void C_DECL     A_SerpentHeadCheck();
206 void C_DECL     A_SerpentHeadPop();
207 void C_DECL     A_SerpentHide();
208 void C_DECL     A_SerpentHumpDecide();
209 void C_DECL     A_SerpentLowerHump();
210 void C_DECL     A_SerpentMeleeAttack();
211 void C_DECL     A_SerpentMissileAttack();
212 void C_DECL     A_SerpentRaiseHump();
213 void C_DECL     A_SerpentSpawnGibs();
214 void C_DECL     A_SerpentUnHide();
215 void C_DECL     A_SerpentWalk();
216 void C_DECL     A_SetAltShadow();
217 void C_DECL     A_SetReflective();
218 void C_DECL     A_SetShootable();
219 void C_DECL     A_ShedShard();
220 void C_DECL     A_SinkGib();
221 void C_DECL     A_SkullPop();
222 void C_DECL     A_SmBounce();
223 void C_DECL     A_SmokePuffExit();
224 void C_DECL     A_SnoutAttack();
225 void C_DECL     A_SoAExplode();
226 void C_DECL     A_SorcBallOrbit();
227 void C_DECL     A_SorcBallPop();
228 void C_DECL     A_SorcBossAttack();
229 void C_DECL     A_SorcererBishopEntry();
230 void C_DECL     A_SorcFX1Seek();
231 void C_DECL     A_SorcFX2Orbit();
232 void C_DECL     A_SorcFX2Split();
233 void C_DECL     A_SorcFX4Check();
234 void C_DECL     A_SorcSpinBalls();
235 void C_DECL     A_SpawnBishop();
236 void C_DECL     A_SpawnFizzle();
237 void C_DECL     A_SpeedBalls();
238 void C_DECL     A_SpeedFade();
239 void C_DECL     A_Summon();
240 void C_DECL     A_TeloSpawnA();
241 void C_DECL     A_TeloSpawnB();
242 void C_DECL     A_TeloSpawnC();
243 void C_DECL     A_TeloSpawnD();
244 void C_DECL     A_ThrustBlock();
245 void C_DECL     A_ThrustImpale();
246 void C_DECL     A_ThrustInitDn();
247 void C_DECL     A_ThrustInitUp();
248 void C_DECL     A_ThrustLower();
249 void C_DECL     A_ThrustRaise();
250 void C_DECL     A_TreeDeath();
251 void C_DECL     A_UnHideThing();
252 void C_DECL     A_UnSetInvulnerable();
253 void C_DECL     A_UnSetReflective();
254 void C_DECL     A_UnSetShootable();
255 void C_DECL     A_WeaponReady();
256 void C_DECL     A_WraithChase();
257 void C_DECL     A_WraithFX2();
258 void C_DECL     A_WraithFX3();
259 void C_DECL     A_WraithInit();
260 void C_DECL     A_WraithLook();
261 void C_DECL     A_WraithMelee();
262 void C_DECL     A_WraithMissile();
263 void C_DECL     A_WraithRaise();
264 void C_DECL     A_WraithRaiseInit();
265 void C_DECL     A_ZapMimic();
266 void C_DECL     A_FSwordAttack2();
267 void C_DECL     A_CHolyAttack3();
268 void C_DECL     A_MStaffAttack2();
269 void C_DECL     A_SorcBallOrbit();
270 void C_DECL     A_SorcSpinBalls();
271 void C_DECL     A_SpeedBalls();
272 void C_DECL     A_SlowBalls();
273 void C_DECL     A_StopBalls();
274 void C_DECL     A_AccelBalls();
275 void C_DECL     A_DecelBalls();
276 void C_DECL     A_SorcBossAttack();
277 void C_DECL     A_SpawnFizzle();
278 void C_DECL     A_CastSorcererSpell();
279 void C_DECL     A_SorcUpdateBallAngle();
280 void C_DECL     A_BounceCheck();
281 void C_DECL     A_SorcFX1Seek();
282 void C_DECL     A_SorcOffense1();
283 void C_DECL     A_SorcOffense2();
284 
285 // Inventory
286 void C_DECL     A_Invulnerability();
287 void C_DECL     A_Health();
288 void C_DECL     A_SuperHealth();
289 void C_DECL     A_HealRadius();
290 void C_DECL     A_SummonTarget();
291 void C_DECL     A_Torch();
292 void C_DECL     A_Egg();
293 void C_DECL     A_Wings();
294 void C_DECL     A_BlastRadius();
295 void C_DECL     A_PoisonBag();
296 void C_DECL     A_TeleportOther();
297 void C_DECL     A_Speed();
298 void C_DECL     A_BoostMana();
299 void C_DECL     A_BoostArmor();
300 void C_DECL     A_Teleport();
301 void C_DECL     A_PuzzSkull();
302 void C_DECL     A_PuzzGemBig();
303 void C_DECL     A_PuzzGemRed();
304 void C_DECL     A_PuzzGemGreen1();
305 void C_DECL     A_PuzzGemGreen2();
306 void C_DECL     A_PuzzGemBlue1();
307 void C_DECL     A_PuzzGemBlue2();
308 void C_DECL     A_PuzzBook1();
309 void C_DECL     A_PuzzBook2();
310 void C_DECL     A_PuzzSkull2();
311 void C_DECL     A_PuzzFWeapon();
312 void C_DECL     A_PuzzCWeapon();
313 void C_DECL     A_PuzzMWeapon();
314 void C_DECL     A_PuzzGear1();
315 void C_DECL     A_PuzzGear2();
316 void C_DECL     A_PuzzGear3();
317 void C_DECL     A_PuzzGear4();
318 #endif
319