ref: 71091562db5b0e7853d08ffa2f110af49cc3bc0d
parent: b482284d4272ec4ae9beb56a5601b24febef5863
author: Turo Lamminen <[email protected]>
date: Tue Nov 1 16:16:03 EDT 2022
hexen: Consolidate redundant prototypes into p_local.h
--- a/src/hexen/info.c
+++ b/src/hexen/info.c
@@ -143,7 +143,6 @@
void A_AddPlayerCorpse(mobj_t *actor);
void A_SkullPop(mobj_t *actor);
void A_FreezeDeath(mobj_t *actor);
-void A_FreezeDeathChunks(mobj_t *actor);
void A_CheckBurnGone(mobj_t *actor);
void A_CheckSkullFloor(mobj_t *actor);
void A_CheckSkullDone(mobj_t *actor);
@@ -180,7 +179,6 @@
void A_WraithFX2(mobj_t *actor);
void A_MinotaurFade1(mobj_t *actor);
void A_MinotaurFade2(mobj_t *actor);
-void A_MinotaurLook(mobj_t *actor);
void A_MinotaurChase(mobj_t *actor);
void A_MinotaurRoam(mobj_t *actor);
void A_MinotaurAtk1(mobj_t *actor);
@@ -250,14 +248,7 @@
void A_FighterAttack(mobj_t *actor);
void A_ClericAttack(mobj_t *actor);
void A_MageAttack(mobj_t *actor);
-void A_SorcSpinBalls(mobj_t *actor);
-void A_SpeedBalls(mobj_t *actor);
-void A_SpawnFizzle(mobj_t *actor);
-void A_SorcBossAttack(mobj_t *actor);
-void A_SorcBallOrbit(mobj_t *actor);
void A_SorcBallPop(mobj_t *actor);
-void A_BounceCheck(mobj_t *actor);
-void A_SorcFX1Seek(mobj_t *actor);
void A_SorcFX2Split(mobj_t *actor);
void A_SorcFX2Orbit(mobj_t *actor);
void A_SorcererBishopEntry(mobj_t *actor);
--- a/src/hexen/p_enemy.c
+++ b/src/hexen/p_enemy.c
@@ -1102,7 +1102,6 @@
//
//----------------------------------------------------------------------------
-void A_MinotaurLook(mobj_t * actor);
// Check the age of the minotaur and stomp it after MAULATORTICS of time
// have passed. Returns false if killed.
@@ -3854,8 +3853,6 @@
void A_IceGuyDie(mobj_t * actor)
{
- void A_FreezeDeathChunks(mobj_t * actor);
-
actor->momx = 0;
actor->momy = 0;
actor->momz = 0;
@@ -3931,22 +3928,6 @@
#define BALL1_ANGLEOFFSET 0
#define BALL2_ANGLEOFFSET (ANG_MAX/3)
#define BALL3_ANGLEOFFSET ((ANG_MAX/3)*2)
-
-void A_SorcBallOrbit(mobj_t * actor);
-void A_SorcSpinBalls(mobj_t * actor);
-void A_SpeedBalls(mobj_t * actor);
-void A_SlowBalls(mobj_t * actor);
-void A_StopBalls(mobj_t * actor);
-void A_AccelBalls(mobj_t * actor);
-void A_DecelBalls(mobj_t * actor);
-void A_SorcBossAttack(mobj_t * actor);
-void A_SpawnFizzle(mobj_t * actor);
-void A_CastSorcererSpell(mobj_t * actor);
-void A_SorcUpdateBallAngle(mobj_t * actor);
-void A_BounceCheck(mobj_t * actor);
-void A_SorcFX1Seek(mobj_t * actor);
-void A_SorcOffense1(mobj_t * actor);
-void A_SorcOffense2(mobj_t * actor);
// Spawn spinning balls above head - actor is sorcerer
--- a/src/hexen/p_local.h
+++ b/src/hexen/p_local.h
@@ -194,6 +194,23 @@
void A_CHolyAttack3(mobj_t *actor);
void A_FSwordAttack2(mobj_t *actor);
void A_MStaffAttack2(mobj_t *actor);
+void A_FreezeDeathChunks(mobj_t *actor);
+void A_SorcBallOrbit(mobj_t *actor);
+void A_SorcSpinBalls(mobj_t *actor);
+void A_SpeedBalls(mobj_t *actor);
+void A_SlowBalls(mobj_t *actor);
+void A_StopBalls(mobj_t *actor);
+void A_AccelBalls(mobj_t *actor);
+void A_DecelBalls(mobj_t *actor);
+void A_SorcBossAttack(mobj_t *actor);
+void A_SpawnFizzle(mobj_t *actor);
+void A_CastSorcererSpell(mobj_t *actor);
+void A_SorcUpdateBallAngle(mobj_t *actor);
+void A_BounceCheck(mobj_t *actor);
+void A_SorcFX1Seek(mobj_t *actor);
+void A_SorcOffense1(mobj_t *actor);
+void A_SorcOffense2(mobj_t *actor);
+void A_MinotaurLook(mobj_t *actor);
// ***** P_MAPUTL *****