forked from pool/prboom-plus
1915472cf1
prboom-plus is the successor to prboom. OBS-URL: https://build.opensuse.org/request/show/74546 OBS-URL: https://build.opensuse.org/package/show/games/prboom-plus?expand=0&rev=1
163 lines
5.2 KiB
Diff
163 lines
5.2 KiB
Diff
From: Jan Engelhardt <jengelh@medozas.de>
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build: fix compiler warnings about prototypes
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p_enemy.c: In function 'A_KeenDie':
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p_enemy.c:1023:3: warning: call to function 'A_Fall' without a real prototype
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p_enemy.h:59:6: note: 'A_Fall' was declared here
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p_enemy.c: In function 'A_Chase':
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p_enemy.c:1147:5: warning: call to function 'A_FaceTarget' without a real prototype
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p_enemy.h:63:6: note: 'A_FaceTarget' was declared here
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p_enemy.c: In function 'A_StartFire':
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p_enemy.c:1755:3: warning: call to function 'A_Fire' without a real prototype
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p_enemy.h:72:6: note: 'A_Fire' was declared here
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p_enemy.c: In function 'A_FireCrackle':
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p_enemy.c:1761:3: warning: call to function 'A_Fire' without a real prototype
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p_enemy.h:72:6: note: 'A_Fire' was declared here
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p_enemy.c: In function 'A_PainDie':
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p_enemy.c:2067:3: warning: call to function 'A_Fall' without a real prototype
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p_enemy.h:59:6: note: 'A_Fall' was declared here
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p_enemy.c: In function 'A_CloseShotgun2':
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p_enemy.c:2326:3: warning: call to function 'A_ReFire' without a real prototype
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p_pspr.h:100:6: note: 'A_ReFire' was declared here
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p_enemy.c: In function 'A_SpawnSound':
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p_enemy.c:2457:3: warning: call to function 'A_SpawnFly' without a real prototype
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p_enemy.h:105:6: note: 'A_SpawnFly' was declared here
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---
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src/p_enemy.h | 122 +++++++++++++++++++++++++++++-----------------------------
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1 file changed, 61 insertions(+), 61 deletions(-)
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Index: prboom-plus-2.5.1.1/src/p_enemy.h
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===================================================================
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--- prboom-plus-2.5.1.1.orig/src/p_enemy.h
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+++ prboom-plus-2.5.1.1/src/p_enemy.h
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@@ -53,66 +53,66 @@ extern struct brain_s { /* killo
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// allows more extensive changes (see d_deh.c)
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// Doesn't work with g++, needs actionf_p1
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-void A_Explode();
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-void A_Pain();
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-void A_PlayerScream();
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-void A_Fall();
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-void A_XScream();
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-void A_Look();
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-void A_Chase();
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-void A_FaceTarget();
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-void A_PosAttack();
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-void A_Scream();
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-void A_SPosAttack();
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-void A_VileChase();
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-void A_VileStart();
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-void A_VileTarget();
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-void A_VileAttack();
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-void A_StartFire();
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-void A_Fire();
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-void A_FireCrackle();
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-void A_Tracer();
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-void A_SkelWhoosh();
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-void A_SkelFist();
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-void A_SkelMissile();
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-void A_FatRaise();
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-void A_FatAttack1();
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-void A_FatAttack2();
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-void A_FatAttack3();
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-void A_BossDeath();
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-void A_CPosAttack();
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-void A_CPosRefire();
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-void A_TroopAttack();
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-void A_SargAttack();
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-void A_HeadAttack();
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-void A_BruisAttack();
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-void A_SkullAttack();
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-void A_Metal();
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-void A_SpidRefire();
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-void A_BabyMetal();
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-void A_BspiAttack();
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-void A_Hoof();
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-void A_CyberAttack();
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-void A_PainAttack();
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-void A_PainDie();
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-void A_KeenDie();
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-void A_BrainPain();
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-void A_BrainScream();
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-void A_BrainDie();
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-void A_BrainAwake();
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-void A_BrainSpit();
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-void A_SpawnSound();
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-void A_SpawnFly();
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-void A_BrainExplode();
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-void A_Die();
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-void A_Detonate(); /* killough 8/9/98: detonate a bomb or other device */
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-void A_Mushroom(); /* killough 10/98: mushroom effect */
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-void A_Spawn(); // killough 11/98
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-void A_Turn(); // killough 11/98
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-void A_Face(); // killough 11/98
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-void A_Scratch(); // killough 11/98
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-void A_PlaySound(); // killough 11/98
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-void A_RandomJump(); // killough 11/98
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-void A_LineEffect(); // killough 11/98
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+void A_Explode(mobj_t *);
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+void A_Pain(mobj_t *);
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+void A_PlayerScream(mobj_t *);
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+void A_Fall(mobj_t *);
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+void A_XScream(mobj_t *);
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+void A_Look(mobj_t *);
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+void A_Chase(mobj_t *);
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+void A_FaceTarget(mobj_t *);
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+void A_PosAttack(mobj_t *);
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+void A_Scream(mobj_t *);
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+void A_SPosAttack(mobj_t *);
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+void A_VileChase(mobj_t *);
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+void A_VileStart(mobj_t *);
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+void A_VileTarget(mobj_t *);
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+void A_VileAttack(mobj_t *);
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+void A_StartFire(mobj_t *);
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+void A_Fire(mobj_t *);
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+void A_FireCrackle(mobj_t *);
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+void A_Tracer(mobj_t *);
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+void A_SkelWhoosh(mobj_t *);
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+void A_SkelFist(mobj_t *);
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+void A_SkelMissile(mobj_t *);
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+void A_FatRaise(mobj_t *);
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+void A_FatAttack1(mobj_t *);
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+void A_FatAttack2(mobj_t *);
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+void A_FatAttack3(mobj_t *);
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+void A_BossDeath(mobj_t *);
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+void A_CPosAttack(mobj_t *);
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+void A_CPosRefire(mobj_t *);
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+void A_TroopAttack(mobj_t *);
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+void A_SargAttack(mobj_t *);
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+void A_HeadAttack(mobj_t *);
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+void A_BruisAttack(mobj_t *);
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+void A_SkullAttack(mobj_t *);
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+void A_Metal(mobj_t *);
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+void A_SpidRefire(mobj_t *);
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+void A_BabyMetal(mobj_t *);
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+void A_BspiAttack(mobj_t *);
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+void A_Hoof(mobj_t *);
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+void A_CyberAttack(mobj_t *);
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+void A_PainAttack(mobj_t *);
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+void A_PainDie(mobj_t *);
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+void A_KeenDie(mobj_t *);
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+void A_BrainPain(mobj_t *);
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+void A_BrainScream(mobj_t *);
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+void A_BrainDie(mobj_t *);
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+void A_BrainAwake(mobj_t *);
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+void A_BrainSpit(mobj_t *);
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+void A_SpawnSound(mobj_t *);
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+void A_SpawnFly(mobj_t *);
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+void A_BrainExplode(mobj_t *);
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+void A_Die(mobj_t *);
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+void A_Detonate(mobj_t *); /* killough 8/9/98: detonate a bomb or other device */
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+void A_Mushroom(mobj_t *); /* killough 10/98: mushroom effect */
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+void A_Spawn(mobj_t *); // killough 11/98
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+void A_Turn(mobj_t *); // killough 11/98
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+void A_Face(mobj_t *); // killough 11/98
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+void A_Scratch(mobj_t *); // killough 11/98
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+void A_PlaySound(mobj_t *); // killough 11/98
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+void A_RandomJump(mobj_t *); // killough 11/98
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+void A_LineEffect(mobj_t *); // killough 11/98
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#endif // __P_ENEMY__
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