From: Jan Engelhardt build: fix compiler warnings about prototypes p_enemy.c: In function 'A_KeenDie': p_enemy.c:1023:3: warning: call to function 'A_Fall' without a real prototype p_enemy.h:59:6: note: 'A_Fall' was declared here p_enemy.c: In function 'A_Chase': p_enemy.c:1147:5: warning: call to function 'A_FaceTarget' without a real prototype p_enemy.h:63:6: note: 'A_FaceTarget' was declared here p_enemy.c: In function 'A_StartFire': p_enemy.c:1755:3: warning: call to function 'A_Fire' without a real prototype p_enemy.h:72:6: note: 'A_Fire' was declared here p_enemy.c: In function 'A_FireCrackle': p_enemy.c:1761:3: warning: call to function 'A_Fire' without a real prototype p_enemy.h:72:6: note: 'A_Fire' was declared here p_enemy.c: In function 'A_PainDie': p_enemy.c:2067:3: warning: call to function 'A_Fall' without a real prototype p_enemy.h:59:6: note: 'A_Fall' was declared here p_enemy.c: In function 'A_CloseShotgun2': p_enemy.c:2326:3: warning: call to function 'A_ReFire' without a real prototype p_pspr.h:100:6: note: 'A_ReFire' was declared here p_enemy.c: In function 'A_SpawnSound': p_enemy.c:2457:3: warning: call to function 'A_SpawnFly' without a real prototype p_enemy.h:105:6: note: 'A_SpawnFly' was declared here --- src/p_enemy.h | 122 +++++++++++++++++++++++++++++----------------------------- 1 file changed, 61 insertions(+), 61 deletions(-) Index: prboom-plus-2.5.1.1/src/p_enemy.h =================================================================== --- prboom-plus-2.5.1.1.orig/src/p_enemy.h +++ prboom-plus-2.5.1.1/src/p_enemy.h @@ -53,66 +53,66 @@ extern struct brain_s { /* killo // allows more extensive changes (see d_deh.c) // Doesn't work with g++, needs actionf_p1 -void A_Explode(); -void A_Pain(); -void A_PlayerScream(); -void A_Fall(); -void A_XScream(); -void A_Look(); -void A_Chase(); -void A_FaceTarget(); -void A_PosAttack(); -void A_Scream(); -void A_SPosAttack(); -void A_VileChase(); -void A_VileStart(); -void A_VileTarget(); -void A_VileAttack(); -void A_StartFire(); -void A_Fire(); -void A_FireCrackle(); -void A_Tracer(); -void A_SkelWhoosh(); -void A_SkelFist(); -void A_SkelMissile(); -void A_FatRaise(); -void A_FatAttack1(); -void A_FatAttack2(); -void A_FatAttack3(); -void A_BossDeath(); -void A_CPosAttack(); -void A_CPosRefire(); -void A_TroopAttack(); -void A_SargAttack(); -void A_HeadAttack(); -void A_BruisAttack(); -void A_SkullAttack(); -void A_Metal(); -void A_SpidRefire(); -void A_BabyMetal(); -void A_BspiAttack(); -void A_Hoof(); -void A_CyberAttack(); -void A_PainAttack(); -void A_PainDie(); -void A_KeenDie(); -void A_BrainPain(); -void A_BrainScream(); -void A_BrainDie(); -void A_BrainAwake(); -void A_BrainSpit(); -void A_SpawnSound(); -void A_SpawnFly(); -void A_BrainExplode(); -void A_Die(); -void A_Detonate(); /* killough 8/9/98: detonate a bomb or other device */ -void A_Mushroom(); /* killough 10/98: mushroom effect */ -void A_Spawn(); // killough 11/98 -void A_Turn(); // killough 11/98 -void A_Face(); // killough 11/98 -void A_Scratch(); // killough 11/98 -void A_PlaySound(); // killough 11/98 -void A_RandomJump(); // killough 11/98 -void A_LineEffect(); // killough 11/98 +void A_Explode(mobj_t *); +void A_Pain(mobj_t *); +void A_PlayerScream(mobj_t *); +void A_Fall(mobj_t *); +void A_XScream(mobj_t *); +void A_Look(mobj_t *); +void A_Chase(mobj_t *); +void A_FaceTarget(mobj_t *); +void A_PosAttack(mobj_t *); +void A_Scream(mobj_t *); +void A_SPosAttack(mobj_t *); +void A_VileChase(mobj_t *); +void A_VileStart(mobj_t *); +void A_VileTarget(mobj_t *); +void A_VileAttack(mobj_t *); +void A_StartFire(mobj_t *); +void A_Fire(mobj_t *); +void A_FireCrackle(mobj_t *); +void A_Tracer(mobj_t *); +void A_SkelWhoosh(mobj_t *); +void A_SkelFist(mobj_t *); +void A_SkelMissile(mobj_t *); +void A_FatRaise(mobj_t *); +void A_FatAttack1(mobj_t *); +void A_FatAttack2(mobj_t *); +void A_FatAttack3(mobj_t *); +void A_BossDeath(mobj_t *); +void A_CPosAttack(mobj_t *); +void A_CPosRefire(mobj_t *); +void A_TroopAttack(mobj_t *); +void A_SargAttack(mobj_t *); +void A_HeadAttack(mobj_t *); +void A_BruisAttack(mobj_t *); +void A_SkullAttack(mobj_t *); +void A_Metal(mobj_t *); +void A_SpidRefire(mobj_t *); +void A_BabyMetal(mobj_t *); +void A_BspiAttack(mobj_t *); +void A_Hoof(mobj_t *); +void A_CyberAttack(mobj_t *); +void A_PainAttack(mobj_t *); +void A_PainDie(mobj_t *); +void A_KeenDie(mobj_t *); +void A_BrainPain(mobj_t *); +void A_BrainScream(mobj_t *); +void A_BrainDie(mobj_t *); +void A_BrainAwake(mobj_t *); +void A_BrainSpit(mobj_t *); +void A_SpawnSound(mobj_t *); +void A_SpawnFly(mobj_t *); +void A_BrainExplode(mobj_t *); +void A_Die(mobj_t *); +void A_Detonate(mobj_t *); /* killough 8/9/98: detonate a bomb or other device */ +void A_Mushroom(mobj_t *); /* killough 10/98: mushroom effect */ +void A_Spawn(mobj_t *); // killough 11/98 +void A_Turn(mobj_t *); // killough 11/98 +void A_Face(mobj_t *); // killough 11/98 +void A_Scratch(mobj_t *); // killough 11/98 +void A_PlaySound(mobj_t *); // killough 11/98 +void A_RandomJump(mobj_t *); // killough 11/98 +void A_LineEffect(mobj_t *); // killough 11/98 #endif // __P_ENEMY__