foxygit / doom Log in
commit 71091562db5b0e7853d08ffa2f110af49cc3bc0d
Author:     Turo Lamminen <turol@iki.fi>
AuthorDate: Tue Nov 1 20:16:03 2022 +0200
Commit:     Turo Lamminen <turol@iki.fi>
CommitDate: Thu Nov 3 10:41:44 2022 +0200

    hexen: Consolidate redundant prototypes into p_local.h
---
 src/hexen/info.c    |  9 ---------
 src/hexen/p_enemy.c | 19 -------------------
 src/hexen/p_local.h | 17 +++++++++++++++++
 3 files changed, 17 insertions(+), 28 deletions(-)

diff --git a/src/hexen/info.c b/src/hexen/info.c
index e0dbf500..e88433a4 100644
--- a/src/hexen/info.c
+++ b/src/hexen/info.c
@@ -143,7 +143,6 @@ void A_ShedShard(mobj_t *actor);
 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_WraithMissile(mobj_t *actor);
 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_FastChase(mobj_t *actor);
 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);
diff --git a/src/hexen/p_enemy.c b/src/hexen/p_enemy.c
index 080476ad..c5a4ee69 100644
--- a/src/hexen/p_enemy.c
+++ b/src/hexen/p_enemy.c
@@ -1102,7 +1102,6 @@ void A_MinotaurFade2(mobj_t * actor)
 //
 //----------------------------------------------------------------------------

-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_IceGuyMissilePuff(mobj_t * actor)

 void A_IceGuyDie(mobj_t * actor)
 {
-    void A_FreezeDeathChunks(mobj_t * actor);
-
     actor->momx = 0;
     actor->momy = 0;
     actor->momz = 0;
@@ -3932,22 +3929,6 @@ void A_IceGuyMissileExplode(mobj_t * actor)
 #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
 void A_SorcSpinBalls(mobj_t * actor)
diff --git a/src/hexen/p_local.h b/src/hexen/p_local.h
index 158556c4..f7bcf573 100644
--- a/src/hexen/p_local.h
+++ b/src/hexen/p_local.h
@@ -194,6 +194,23 @@ void A_Explode(mobj_t *actor);
 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 *****