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Method Summary

Macro Summary

Method Detail

def a_baby_metal = A_BabyMetal(mo : Pointer(CDoom::Mobj)) #

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def a_bfg_sound = A_BFGsound(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_bfg_spray = A_BFGSpray(mo : Pointer(CDoom::Mobj)) #

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def a_boss_death = A_BossDeath(mo : Pointer(CDoom::Mobj)) #

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def a_brain_awake = A_BrainAwake(mo : Pointer(CDoom::Mobj)) #

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def a_brain_die = A_BrainDie(mo : Pointer(CDoom::Mobj)) #

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def a_brain_explode = A_BrainExplode(mo : Pointer(CDoom::Mobj)) #

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def a_brain_pain = A_BrainPain(mo : Pointer(CDoom::Mobj)) #

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def a_brain_scream = A_BrainScream(mo : Pointer(CDoom::Mobj)) #

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def a_brain_spit = A_BrainSpit(mo : Pointer(CDoom::Mobj)) #

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def a_bruis_attack = A_BruisAttack(actor : Pointer(CDoom::Mobj)) #

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def a_bspi_attack = A_BspiAttack(actor : Pointer(CDoom::Mobj)) #

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def a_chase = A_Chase(actor : Pointer(CDoom::Mobj)) #

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def a_check_reload = A_CheckReload(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_close_shotgun2 = A_CloseShotgun2(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_cpos_attack = A_CPosAttack(actor : Pointer(CDoom::Mobj)) #

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def a_cpos_refire = A_CPosRefire(actor : Pointer(CDoom::Mobj)) #

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def a_cyber_attack = A_CyberAttack(actor : Pointer(CDoom::Mobj)) #

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def a_explode = A_Explode(thingy : Pointer(CDoom::Mobj)) #

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def a_face_target = A_FaceTarget(actor : Pointer(CDoom::Mobj)) #

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def a_fall = A_Fall(actor : Pointer(CDoom::Mobj)) #

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def a_fat_attack1 = A_FatAttack1(actor : Pointer(CDoom::Mobj)) #

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def a_fat_attack2 = A_FatAttack2(actor : Pointer(CDoom::Mobj)) #

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def a_fat_attack3 = A_FatAttack3(actor : Pointer(CDoom::Mobj)) #

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def a_fat_raise = A_FatRaise(actor : Pointer(CDoom::Mobj)) #

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def a_fire = A_Fire(actor : Pointer(CDoom::Mobj)) #

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def a_fire_bfg = A_FireBFG(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_fire_cgun = A_FireCGun(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_fire_crackle = A_FireCrackle(actor : Pointer(CDoom::Mobj)) #

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def a_fire_missile = A_FireMissile(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_fire_pistol = A_FirePistol(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_fire_plasma = A_FirePlasma(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_fire_shotgun = A_FireShotgun(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_fire_shotgun2 = A_FireShotgun2(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_gun_flash = A_GunFlash(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_head_attack = A_HeadAttack(actor : Pointer(CDoom::Mobj)) #

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def a_hoof = A_Hoof(mo : Pointer(CDoom::Mobj)) #

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def a_keen_die = A_KeenDie(mo : Pointer(CDoom::Mobj)) #

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def a_light0 = A_Light0(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_light1 = A_Light1(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_light2 = A_Light2(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_load_shotgun2 = A_LoadShotgun2(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_look = A_Look(actor : Pointer(CDoom::Mobj)) #

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def a_lower = A_Lower(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_metal = A_Metal(mo : Pointer(CDoom::Mobj)) #

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def a_open_shotgun2 = A_OpenShotgun2(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_pain = A_Pain(actor : Pointer(CDoom::Mobj)) #

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def a_pain_attack = A_PainAttack(actor : Pointer(CDoom::Mobj)) #

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def a_pain_die = A_PainDie(actor : Pointer(CDoom::Mobj)) #

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def a_pain_shoot_skull = A_PainShootSkull(actor : Pointer(CDoom::Mobj), angle : UInt32) #

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def a_player_scream = A_PlayerScream(mo : Pointer(CDoom::Mobj)) #

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def a_pos_attack = A_PosAttack(actor : Pointer(CDoom::Mobj)) #

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def a_punch = A_Punch(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_raise = A_Raise(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_refire = A_ReFire(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_sarg_attack = A_SargAttack(actor : Pointer(CDoom::Mobj)) #

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def a_saw = A_Saw(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_scream = A_Scream(actor : Pointer(CDoom::Mobj)) #

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def a_skel_fist = A_SkelFist(actor : Pointer(CDoom::Mobj)) #

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def a_skel_missile = A_SkelMissile(actor : Pointer(CDoom::Mobj)) #

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def a_skel_whoosh = A_SkelWhoosh(actor : Pointer(CDoom::Mobj)) #

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def a_skull_attack = A_SkullAttack(actor : Pointer(CDoom::Mobj)) #

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def a_spawn_fly = A_SpawnFly(mo : Pointer(CDoom::Mobj)) #

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def a_spawn_sound = A_SpawnSound(mo : Pointer(CDoom::Mobj)) #

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def a_spid_refire = A_SpidRefire(actor : Pointer(CDoom::Mobj)) #

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def a_spos_attack = A_SPosAttack(actor : Pointer(CDoom::Mobj)) #

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def a_start_fire = A_StartFire(actor : Pointer(CDoom::Mobj)) #

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def a_tracer = A_Tracer(actor : Pointer(CDoom::Mobj)) #

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def a_troop_attack = A_TroopAttack(actor : Pointer(CDoom::Mobj)) #

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def a_vile_attack = A_VileAttack(actor : Pointer(CDoom::Mobj)) #

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def a_vile_chase = A_VileChase(actor : Pointer(CDoom::Mobj)) #

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def a_vile_start = A_VileStart(actor : Pointer(CDoom::Mobj)) #

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def a_vile_target = A_VileTarget(actor : Pointer(CDoom::Mobj)) #

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def a_weapon_ready = A_WeaponReady(player : Pointer(CDoom::Player), psp : Pointer(CDoom::Pspdef)) #

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def a_xscream = A_XScream(actor : Pointer(CDoom::Mobj)) #

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def addsfx(sfxid : Int32, volume : Int32, step : Int32, seperation : Int32) : LibC::Int #

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def am_activate_new_scale = AM_activateNewScale #

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def am_add_mark = AM_addMark #

adds a marker at the current location


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def am_change_window_loc = AM_changeWindowLoc #

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def am_change_window_scale = AM_changeWindowScale #

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def am_clear_fb = AM_clearFB(color : Int32) #

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def am_clear_marks = AM_clearMarks #

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def am_clip_mline = AM_clipMline(ml : Pointer(CDoom::Mline), fl : Pointer(CDoom::Fline)) : CDoom::DoomBool #

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def am_do_follow_player = AM_doFollowPlayer #

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def am_draw_crosshair = AM_drawCrosshair(color : Int32) #

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def am_draw_fline = AM_drawFline(fl : Pointer(CDoom::Fline), color : Int32) #

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def am_draw_grid = AM_drawGrid(color : Int32) #

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def am_draw_line_character = AM_drawLineCharacter(lineguy : Pointer(CDoom::Mline), lineguylines : Int32, scale : Int32, angle : UInt32, color : Int32, x : Int32, y : Int32) #

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def am_draw_marks = AM_drawMarks #

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def am_draw_mline = AM_drawMline(ml : Pointer(CDoom::Mline), color : Int32) #

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def am_draw_players = AM_drawPlayers #

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def am_draw_things = AM_drawThings(colors : Int32, colorrange : Int32) #

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def am_draw_walls = AM_drawWalls #

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def am_drawer = AM_Drawer #

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def am_find_min_max_boundaries = AM_findMinMaxBoundaries #

Determines bounding box of all vertices, sets global variables controlling zoom range.


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def am_init_variables = AM_initVariables #

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def am_level_init = AM_LevelInit #

should be called at the start of every level right now, i figure it out myself


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def am_load_pics = AM_loadPics #

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def am_max_out_window_scale = AM_maxOutWindowScale #

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def am_min_out_window_scale = AM_minOutWindowScale #

set the window scale to the maximum size


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def am_responder = AM_Responder(ev : Pointer(CDoom::Event)) : CDoom::DoomBool #

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def am_restore_scale_and_loc = AM_restoreScaleAndLoc #

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def am_rotate = AM_rotate(x : Pointer(Int32), y : Pointer(Int32), a : UInt32) #

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def am_save_scale_and_loc = AM_saveScaleAndLoc #

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def am_start = AM_Start #

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def am_stop = AM_Stop #

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def am_ticker = AM_Ticker #

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def am_unload_pics = AM_unloadPics #

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def am_update_light_lev = AM_updateLightLev #

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def check_abort = CheckAbort #

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def cht_check_cheat = cht_CheckCheat(cht : Pointer(CDoom::Cheatseq), key : UInt8) : LibC::Int #

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def cht_get_param = cht_GetParam(cht : Pointer(CDoom::Cheatseq), buffer : Pointer(UInt8)) #

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def d_add_file = D_AddFile(file : Pointer(UInt8)) #

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def d_advance_demo = D_AdvanceDemo #

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def d_arbitrate_net_start = D_ArbitrateNetStart #

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def d_check_net_game = D_CheckNetGame #

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def d_display = D_Display #

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def d_do_advance_demo = D_DoAdvanceDemo #

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def d_doom_loop = D_DoomLoop #

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def d_doom_main = D_DoomMain #

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def d_page_drawer = D_PageDrawer #

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def d_page_ticker = D_PageTicker #

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def d_post_event = D_PostEvent(ev : Pointer(CDoom::Event)) #

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def d_process_events = D_ProcessEvents #

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def d_quit_net_game = D_QuitNetGame #

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def d_start_title = D_StartTitle #

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def doom_atoi(str : Pointer(UInt8)) : Int32 #

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def doom_atox(str : Pointer(UInt8)) : Int32 #

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def doom_button_down(button : CDoom::DoomButton) #

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def doom_button_up(button : CDoom::DoomButton) #

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def doom_close_impl(handle : Pointer(Void)) #

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def doom_concat(dst : Pointer(UInt8), src : Pointer(UInt8)) : Pointer(UInt8) #

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def doom_ctoa(c : UInt8) : Pointer(UInt8) #

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def doom_eof_impl(handle : Pointer(Void)) : Int32 #

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def doom_exit_impl(code : Int32) #

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def doom_fprint(handle : Pointer(Void), str : Pointer(UInt8)) : Int32 #

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def doom_get_sound_buffer : Pointer(Int16) #

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def doom_getenv_impl(var : Pointer(UInt8)) : Pointer(UInt8) #

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def doom_gettime_impl(sec : Pointer(Int32), usec : Pointer(Int32)) #

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def doom_init(argc : Int32, argv : Pointer(Pointer(UInt8)), flags : Int32) #

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def doom_itoa(k : Int32, radix : Int32) : Pointer(UInt8) #

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def doom_key_down(key : CDoom::DoomKey) #

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def doom_key_up(key : CDoom::DoomKey) #

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def doom_memcpy(destination : Pointer(Void), source : Pointer(Void), num : Int32) : Pointer(Void) #

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def doom_memset(ptr : Pointer(Void), value : Int32, num : Int32) #

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def doom_mouse_move(delta_x : Int32, delta_y : Int32) #

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def doom_open_impl(filename : Pointer(UInt8), mode : Pointer(UInt8)) : Pointer(Void) #

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def doom_ptoa(p : Pointer(Void)) : Pointer(UInt8) #

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def doom_read_impl(handle : Pointer(Void), buf : Pointer(Void), count : Int32) : Int32 #

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def doom_seek_impl(handle : Pointer(Void), offset : Int32, origin : CDoom::DoomSeek) : Int32 #

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def doom_set_exit(exit_fn : Int32 -> Nil) #

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def doom_set_file_io(open_fn : Pointer(UInt8), Pointer(UInt8) -> Pointer(Void), close_fn : Pointer(Void) -> Nil, read_fn : Pointer(Void), Pointer(Void), Int32 -> Int32, write_fn : Pointer(Void), Pointer(Void), Int32 -> Int32, seek_fn : Pointer(Void), Int32, CDoom::DoomSeek -> Int32, tell_fn : Pointer(Void) -> Int32, eof_fn : Pointer(Void) -> Int32) #

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def doom_set_getenv(getenv_fn : Pointer(UInt8) -> Pointer(UInt8)) #

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def doom_set_gettime(gettime_fn : Pointer(Int32), Pointer(Int32) -> Nil) #

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def doom_strcasecmp(str1 : Pointer(UInt8), str2 : Pointer(UInt8)) : Int32 #

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def doom_strcmp(str1 : Pointer(UInt8), str2 : Pointer(UInt8)) : Int32 #

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def doom_strcpy(dst : Pointer(UInt8), src : Pointer(UInt8)) : Pointer(UInt8) #

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def doom_strlen(str : Pointer(UInt8)) : Int32 #

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def doom_strncasecmp(str1 : Pointer(UInt8), str2 : Pointer(UInt8), n : Int32) : Int32 #

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def doom_strncmp(str1 : Pointer(UInt8), str2 : Pointer(UInt8), n : Int32) : Int32 #

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def doom_strncpy(dst : Pointer(UInt8), src : Pointer(UInt8), num : Int32) : Pointer(UInt8) #

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def doom_strupr(s : Pointer(UInt8)) #

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def doom_tell_impl(handle : Pointer(Void)) : Int32 #

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def doom_tick_midi : LibC::ULongLong #

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def doom_toupper(c : Int32) : Int32 #

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def doom_write_impl(handle : Pointer(Void), buf : Pointer(Void), count : Int32) : Int32 #

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def ev_build_stairs = EV_BuildStairs(line : Pointer(CDoom::Line), type : CDoom::Stairenum) : LibC::Int #

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def ev_ceiling_crush_stop = EV_CeilingCrushStop(line : Pointer(CDoom::Line)) : LibC::Int #

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def ev_do_ceiling = EV_DoCeiling(line : Pointer(CDoom::Line), type : CDoom::Ceilingenum) : LibC::Int #

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def ev_do_donut = EV_DoDonut(line : Pointer(CDoom::Line)) : LibC::Int #

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def ev_do_door = EV_DoDoor(line : Pointer(CDoom::Line), type : CDoom::Vldoorenum) : LibC::Int #

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def ev_do_floor = EV_DoFloor(line : Pointer(CDoom::Line), floortype : CDoom::Floorenum) : LibC::Int #

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def ev_do_locked_door = EV_DoLockedDoor(line : Pointer(CDoom::Line), type : CDoom::Vldoorenum, thing : Pointer(CDoom::Mobj)) : LibC::Int #

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def ev_do_plat = EV_DoPlat(line : Pointer(CDoom::Line), type : CDoom::Plattype, amount : Int32) : LibC::Int #

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def ev_light_turn_on = EV_LightTurnOn(line : Pointer(CDoom::Line), bright : Int32) #

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def ev_start_light_strobing = EV_StartLightStrobing(line : Pointer(CDoom::Line)) #

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def ev_stop_plat = EV_StopPlat(line : Pointer(CDoom::Line)) #

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def ev_teleport = EV_Teleport(line : Pointer(CDoom::Line), side : Int32, thing : Pointer(CDoom::Mobj)) : LibC::Int #

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def ev_turn_tag_lights_off = EV_TurnTagLightsOff(line : Pointer(CDoom::Line)) #

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def ev_vertical_door = EV_VerticalDoor(line : Pointer(CDoom::Line), thing : Pointer(CDoom::Mobj)) #

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def expand_tics = ExpandTics(low : Int32) : LibC::Int #

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def extract_file_base = ExtractFileBase(path : Pointer(UInt8), dest : Pointer(UInt8)) #

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def f_bunny_scroll = F_BunnyScroll #

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def f_cast_drawer = F_CastDrawer #

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def f_cast_print = F_CastPrint(text : Pointer(UInt8)) #

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def f_cast_responder = F_CastResponder(ev : Pointer(CDoom::Event)) : CDoom::DoomBool #

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def f_cast_ticker = F_CastTicker #

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def f_draw_patch_col = F_DrawPatchCol(x : Int32, patch : Pointer(CDoom::Patch), col : Int32) #

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def f_drawer = F_Drawer #

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def f_responder = F_Responder(event : Pointer(CDoom::Event)) : CDoom::DoomBool #

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def f_start_cast = F_StartCast #

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def f_start_finale = F_StartFinale #

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def f_text_write = F_TextWrite #

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def f_ticker = F_Ticker #

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def find_response_file = FindResponseFile #

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def fixed_div = FixedDiv(a : Int32, b : Int32) : CDoom::Fixed #

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def fixed_div2 = FixedDiv2(a : Int32, b : Int32) : CDoom::Fixed #

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def fixed_mul = FixedMul(a : Int32, b : Int32) : CDoom::Fixed #

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def foreign_translation = ForeignTranslation(ch : UInt8) : LibC::Char #

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def g_begin_recording = G_BeginRecording #

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def g_build_ticcmd = G_BuildTiccmd(cmd : Pointer(CDoom::Ticcmd)) #

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def g_check_demo_status = G_CheckDemoStatus : CDoom::DoomBool #

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def g_check_spot = G_CheckSpot(playernum : Int32, mthing : Pointer(CDoom::Mapthing)) : CDoom::DoomBool #

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def g_deathmatch_spawn_player = G_DeathMatchSpawnPlayer(playernum : Int32) #

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def g_defered_init_new = G_DeferedInitNew(skill : CDoom::Skill, episode : Int32, map : Int32) #

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def g_defered_play_demo = G_DeferedPlayDemo(demo : Pointer(UInt8)) #

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def g_do_completed = G_DoCompleted #

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def g_do_load_game = G_DoLoadGame #

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def g_do_load_level = G_DoLoadLevel #

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def g_do_new_game = G_DoNewGame #

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def g_do_play_demo = G_DoPlayDemo #

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def g_do_reborn = G_DoReborn(playernum : Int32) #

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def g_do_save_game = G_DoSaveGame #

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def g_do_world_done = G_DoWorldDone #

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def g_exit_level = G_ExitLevel #

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def g_init_new = G_InitNew(skill : CDoom::Skill, episode : Int32, map : Int32) #

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def g_init_player = G_InitPlayer(player : Int32) #

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def g_load_game = G_LoadGame(name : Pointer(UInt8)) #

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def g_player_finish_level = G_PlayerFinishLevel(player : Int32) #

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def g_player_reborn = G_PlayerReborn(player : Int32) #

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def g_read_demo_ticcmd = G_ReadDemoTiccmd(cmd : Pointer(CDoom::Ticcmd)) #

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def g_record_demo = G_RecordDemo(name : Pointer(UInt8)) #

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def g_responder = G_Responder(ev : Pointer(CDoom::Event)) : CDoom::DoomBool #

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def g_save_game = G_SaveGame(slot : Int32, description : Pointer(UInt8)) #

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def g_screenshot = G_ScreenShot #

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def g_secret_exit_level = G_SecretExitLevel #

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def g_ticker = G_Ticker #

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def g_time_demo = G_TimeDemo(name : Pointer(UInt8)) #

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def g_world_done = G_WorldDone #

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def g_write_demo_ticcmd = G_WriteDemoTiccmd(cmd : Pointer(CDoom::Ticcmd)) #

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def get_next_sector = getNextSector(line : Pointer(CDoom::Line), sec : Pointer(CDoom::Sector)) : Pointer(CDoom::Sector) #

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def get_packets = GetPackets #

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def get_sector = getSector(current_sector : Int32, line : Int32, side : Int32) : Pointer(CDoom::Sector) #

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def get_side = getSide(current_sector : Int32, line : Int32, side : Int32) : Pointer(CDoom::Side) #

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def getsfx(sfxname : Pointer(UInt8), len : Pointer(Int32)) : Pointer(Void) #

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def h_get_packet = HGetPacket : CDoom::DoomBool #

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def h_send_packet = HSendPacket(node : Int32, flags : Int32) #

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def hu_dequeue_chat_char = HU_dequeueChatChar : LibC::Char #

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def hu_drawer = HU_Drawer #

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def hu_erase = HU_Erase #

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def hu_init = HU_Init #

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def hu_queue_chat_char = HU_queueChatChar(c : UInt8) #

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def hu_responder = HU_Responder(ev : Pointer(CDoom::Event)) : CDoom::DoomBool #

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def hu_start = HU_Start #

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def hu_stop = HU_Stop #

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def hu_ticker = HU_Ticker #

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def hulib_add_char_to_text_line = HUlib_addCharToTextLine(t : Pointer(CDoom::HU_Textline), ch : UInt8) : CDoom::DoomBool #

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def hulib_add_line_to_s_text = HUlib_addLineToSText(s : Pointer(CDoom::HU_Stext)) #

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def hulib_add_message_to_s_text = HUlib_addMessageToSText(s : Pointer(CDoom::HU_Stext), prefix : Pointer(UInt8), msg : Pointer(UInt8)) #

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def hulib_add_prefix_to_i_text = HUlib_addPrefixToIText(it : Pointer(CDoom::HU_Itext), str : Pointer(UInt8)) #

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def hulib_clear_text_line = HUlib_clearTextLine(t : Pointer(CDoom::HU_Textline)) #

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def hulib_del_char_from_i_text = HUlib_delCharFromIText(it : Pointer(CDoom::HU_Itext)) #

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def hulib_del_char_from_text_line = HUlib_delCharFromTextLine(t : Pointer(CDoom::HU_Textline)) : CDoom::DoomBool #

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def hulib_draw_i_text = HUlib_drawIText(it : Pointer(CDoom::HU_Itext)) #

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def hulib_draw_s_text = HUlib_drawSText(s : Pointer(CDoom::HU_Stext)) #

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def hulib_draw_text_line = HUlib_drawTextLine(l : Pointer(CDoom::HU_Textline), drawcursor : Int32) #

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def hulib_erase_i_text = HUlib_eraseIText(it : Pointer(CDoom::HU_Itext)) #

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def hulib_erase_line_from_i_text = HUlib_eraseLineFromIText(it : Pointer(CDoom::HU_Itext)) #

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def hulib_erase_s_text = HUlib_eraseSText(s : Pointer(CDoom::HU_Stext)) #

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def hulib_erase_text_line = HUlib_eraseTextLine(l : Pointer(CDoom::HU_Textline)) #

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def hulib_init_i_text = HUlib_initIText(it : Pointer(CDoom::HU_Itext), x : Int32, y : Int32, font : Pointer(Pointer(CDoom::Patch)), startchar : Int32, on : Pointer(Int32)) #

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def hulib_init_s_text = HUlib_initSText(s : Pointer(CDoom::HU_Stext), x : Int32, y : Int32, h : Int32, font : Pointer(Pointer(CDoom::Patch)), startchar : Int32, on : Pointer(Int32)) #

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def hulib_init_text_line = HUlib_initTextLine(t : Pointer(CDoom::HU_Textline), x : Int32, y : Int32, f : Pointer(Pointer(CDoom::Patch)), sc : Int32) #

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def hulib_key_in_i_text = HUlib_keyInIText(it : Pointer(CDoom::HU_Itext), ch : UInt8) : CDoom::DoomBool #

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def hulib_reset_i_text = HUlib_resetIText(it : Pointer(CDoom::HU_Itext)) #

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def i_alloc_low = I_AllocLow(length : Int32) : Pointer(CDoom::Byte) #

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def i_base_ticcmd = I_BaseTiccmd : Pointer(CDoom::Ticcmd) #

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def i_error = I_Error(error : Pointer(UInt8)) #

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def i_finish_update = I_FinishUpdate #

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def i_get_heap_size = I_GetHeapSize : LibC::Int #

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def i_get_sfx_lump_num = I_GetSfxLumpNum(sfx : Pointer(CDoom::Sfxinfo)) : LibC::Int #

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def i_get_time = I_GetTime : LibC::Int #

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def i_init = I_Init #

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def i_init_graphics = I_InitGraphics #

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def i_init_music = I_InitMusic #

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def i_init_network = I_InitNetwork #

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def i_init_sound = I_InitSound #

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def i_net_cmd = I_NetCmd #

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def i_pause_song = I_PauseSong(handle : Int32) #

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def i_play_song = I_PlaySong(handle : Int32, looping : Int32) #

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def i_qry_song_playing = I_QrySongPlaying(handle : Int32) : LibC::Int #

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def i_quit = I_Quit #

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def i_read_screen = I_ReadScreen(scr : Pointer(UInt8)) #

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def i_register_song = I_RegisterSong(data : Pointer(Void)) : LibC::Int #

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def i_resume_song = I_ResumeSong(handle : Int32) #

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def i_set_channels = I_SetChannels #

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def i_set_music_volume = I_SetMusicVolume(volume : Int32) #

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def i_set_palette = I_SetPalette(palette : Pointer(UInt8)) #

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def i_set_sfx_volume = I_SetSfxVolume(volume : Int32) #

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def i_shutdown_graphics = I_ShutdownGraphics #

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def i_shutdown_music = I_ShutdownMusic #

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def i_shutdown_sound = I_ShutdownSound #

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def i_sound_is_playing = I_SoundIsPlaying(handle : Int32) : LibC::Int #

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def i_start_frame = I_StartFrame #

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def i_start_sound = I_StartSound(id : Int32, vol : Int32, sep : Int32, pitch : Int32, priority : Int32) : LibC::Int #

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def i_start_tic = I_StartTic #

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def i_stop_song = I_StopSong(handle : Int32) #

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def i_stop_sound = I_StopSound(handle : Int32) #

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def i_tactile = I_Tactile(on : Int32, off : Int32, total : Int32) #

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def i_tick_song = I_TickSong : LibC::ULongLong #

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def i_unregister_song = I_UnRegisterSong(handle : Int32) #

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def i_update_no_blit = I_UpdateNoBlit #

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def i_update_sound = I_UpdateSound #

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def i_update_sound_params = I_UpdateSoundParams(handle : Int32, vol : Int32, sep : Int32, pitch : Int32) #

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def i_wait_vbl = I_WaitVBL(count : Int32) #

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def i_zone_base = I_ZoneBase(size : Pointer(Int32)) : Pointer(CDoom::Byte) #

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def identify_version = IdentifyVersion #

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def m_add_to_box = M_AddToBox(box : Pointer(Int32), x : Int32, y : Int32) #

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def m_change_alwaysrun = M_ChangeAlwaysRun(choice : Int32) #

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def m_change_crosshair = M_ChangeCrosshair(choice : Int32) #

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def m_change_messages = M_ChangeMessages(choice : Int32) #

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def m_change_sensitivity = M_ChangeSensitivity(choice : Int32) #

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def m_check_parm = M_CheckParm(check : Pointer(UInt8)) : LibC::Int #

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def m_choose_skill = M_ChooseSkill(choice : Int32) #

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def m_clear_box = M_ClearBox(box : Pointer(Int32)) #

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def m_clear_menus = M_ClearMenus #

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def m_clear_random = M_ClearRandom #

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def m_do_save = M_DoSave(slot : Int32) #

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def m_draw_empty_cell = M_DrawEmptyCell(menu : Pointer(CDoom::Menu), item : Int32) #

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def m_draw_episode = M_DrawEpisode #

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def m_draw_load = M_DrawLoad #

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def m_draw_mainmenu = M_DrawMainMenu #

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def m_draw_newgame = M_DrawNewGame #

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def m_draw_options = M_DrawOptions #

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def m_draw_readthis1 = M_DrawReadThis1 #

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def m_draw_readthis2 = M_DrawReadThis2 #

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def m_draw_save = M_DrawSave #

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def m_draw_save_load_border = M_DrawSaveLoadBorder(x : Int32, y : Int32) #

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def m_draw_selcell = M_DrawSelCell(menu : Pointer(CDoom::Menu), item : Int32) #

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def m_draw_sound = M_DrawSound #

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def m_draw_text(x : Int32, y : Int32, direct : Int32, string : Pointer(UInt8)) : LibC::Int #

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def m_draw_thermo = M_DrawThermo(x : Int32, y : Int32, therm_width : Int32, therm_dot : Int32) #

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def m_drawer = M_Drawer #

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def m_endgame = M_EndGame(choice : Int32) #

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def m_endgame_response = M_EndGameResponse(ch : Int32) #

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def m_episode = M_Episode(choice : Int32) #

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def m_finish_readthis = M_FinishReadThis(choice : Int32) #

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def m_init = M_Init #

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def m_load_defaults = M_LoadDefaults #

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def m_load_game = M_LoadGame(choice : Int32) #

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def m_load_select = M_LoadSelect(choice : Int32) #

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def m_mouse_move = M_MouseMove(choice : Int32) #

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def m_musicvol = M_MusicVol(choice : Int32) #

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def m_new_game = M_NewGame(choice : Int32) #

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def m_options = M_Options(choice : Int32) #

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def m_quickload = M_QuickLoad #

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def m_quickload_response = M_QuickLoadResponse(ch : Int32) #

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def m_quicksave = M_QuickSave #

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def m_quicksave_response = M_QuickSaveResponse(ch : Int32) #

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def m_quit_response = M_QuitResponse(ch : Int32) #

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def m_quitdoom = M_QuitDOOM(choice : Int32) #

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def m_random = M_Random : LibC::Int #

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def m_read_file = M_ReadFile(name : Pointer(UInt8), buffer : Pointer(Pointer(UInt8))) : LibC::Int #

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def m_read_save_strings = M_ReadSaveStrings #

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def m_readthis = M_ReadThis(choice : Int32) #

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def m_readthis2 = M_ReadThis2(choice : Int32) #

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def m_responder = M_Responder(ev : Pointer(CDoom::Event)) : CDoom::DoomBool #

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def m_save_defaults = M_SaveDefaults #

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def m_save_game = M_SaveGame(choice : Int32) #

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def m_save_select = M_SaveSelect(choice : Int32) #

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def m_screenshot = M_ScreenShot #

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def m_setup_next_menu = M_SetupNextMenu(menudef : Pointer(CDoom::Menu)) #

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def m_sfxvol = M_SfxVol(choice : Int32) #

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def m_size_display = M_SizeDisplay(choice : Int32) #

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def m_sound = M_Sound(choice : Int32) #

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def m_start_control_panel = M_StartControlPanel #

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def m_start_message = M_StartMessage(string : Pointer(UInt8), routine : Int32 -> Nil, input : Int32) #

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def m_stop_message = M_StopMessage #

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def m_string_height = M_StringHeight(string : Pointer(UInt8)) : LibC::Int #

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def m_string_width = M_StringWidth(string : Pointer(UInt8)) : LibC::Int #

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def m_ticker = M_Ticker #

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def m_verify_nightmare = M_VerifyNightmare(ch : Int32) #

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def m_write_file = M_WriteFile(name : Pointer(UInt8), source : Pointer(Void), length : Int32) : CDoom::DoomBool #

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def m_write_text = M_WriteText(x : Int32, y : Int32, string : Pointer(UInt8)) #

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def net_buffer_checksum = NetbufferChecksum : LibC::UInt #

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def net_buffer_size = NetBufferSize : LibC::Int #

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def net_update = NetUpdate #

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def p_activate_in_stasis = P_ActivateInStasis(tag : Int32) #

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def p_activate_in_stasis_ceiling = P_ActivateInStasisCeiling(line : Pointer(CDoom::Line)) #

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def p_add_active_ceiling = P_AddActiveCeiling(c : Pointer(CDoom::Ceiling)) #

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def p_add_active_plat = P_AddActivePlat(plat : Pointer(CDoom::Plat)) #

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def p_add_thinker = P_AddThinker(thinker : Pointer(CDoom::Thinker)) #

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def p_aim_line_attack = P_AimLineAttack(t1 : Pointer(CDoom::Mobj), angle : UInt32, distance : Int32) : CDoom::Fixed #

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def p_aprox_distance = P_AproxDistance(dx : Int32, dy : Int32) : CDoom::Fixed #

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def p_block_lines_iterator = P_BlockLinesIterator(x : Int32, y : Int32, func : Pointer(CDoom::Line) -> Int32) : CDoom::DoomBool #

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def p_block_things_iterator = P_BlockThingsIterator(x : Int32, y : Int32, func : Pointer(CDoom::Mobj) -> Int32) : CDoom::DoomBool #

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def p_box_on_line_side = P_BoxOnLineSide(tmbox : Pointer(Int32), ld : Pointer(CDoom::Line)) : LibC::Int #

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def p_bring_up_weapon = P_BringUpWeapon(player : Pointer(CDoom::Player)) #

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def p_bullet_slope = P_BulletSlope(mo : Pointer(CDoom::Mobj)) #

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def p_calc_height = P_CalcHeight(player : Pointer(CDoom::Player)) #

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def p_change_sector = P_ChangeSector(sector : Pointer(CDoom::Sector), crunch : Int32) : CDoom::DoomBool #

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def p_change_switch_texture = P_ChangeSwitchTexture(line : Pointer(CDoom::Line), use_again : Int32) #

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def p_check_ammo = P_CheckAmmo(player : Pointer(CDoom::Player)) : CDoom::DoomBool #

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def p_check_melee_range = P_CheckMeleeRange(actor : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

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def p_check_missile_range = P_CheckMissileRange(actor : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

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def p_check_missile_spawn = P_CheckMissileSpawn(th : Pointer(CDoom::Mobj)) #

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def p_check_position = P_CheckPosition(thing : Pointer(CDoom::Mobj), x : Int32, y : Int32) : CDoom::DoomBool #

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def p_check_sight = P_CheckSight(t1 : Pointer(CDoom::Mobj), t2 : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

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def p_cross_bsp_node = P_CrossBSPNode(bspnum : Int32) : CDoom::DoomBool #

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def p_cross_special_line = P_CrossSpecialLine(linenum : Int32, side : Int32, thing : Pointer(CDoom::Mobj)) #

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def p_cross_subsector = P_CrossSubsector(num : Int32) : CDoom::DoomBool #

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def p_damage_mobj = P_DamageMobj(target : Pointer(CDoom::Mobj), inflictor : Pointer(CDoom::Mobj), source : Pointer(CDoom::Mobj), damage : Int32) #

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def p_death_think = P_DeathThink(player : Pointer(CDoom::Player)) #

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def p_divline_side = P_DivlineSide(x : Int32, y : Int32, node : Pointer(CDoom::Divline)) : LibC::Int #

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def p_drop_weapon = P_DropWeapon(player : Pointer(CDoom::Player)) #

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def p_explode_missile = P_ExplodeMissile(mo : Pointer(CDoom::Mobj)) #

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def p_find_highest_ceiling_surrounding = P_FindHighestCeilingSurrounding(sec : Pointer(CDoom::Sector)) : CDoom::Fixed #

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def p_find_highest_floor_surrounding = P_FindHighestFloorSurrounding(sec : Pointer(CDoom::Sector)) : CDoom::Fixed #

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def p_find_lowest_ceiling_surrounding = P_FindLowestCeilingSurrounding(sec : Pointer(CDoom::Sector)) : CDoom::Fixed #

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def p_find_lowest_floor_surrounding = P_FindLowestFloorSurrounding(sec : Pointer(CDoom::Sector)) : CDoom::Fixed #

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def p_find_min_surrounding_light = P_FindMinSurroundingLight(sector : Pointer(CDoom::Sector), max : Int32) : LibC::Int #

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def p_find_next_highest_floor = P_FindNextHighestFloor(sec : Pointer(CDoom::Sector), currentheight : Int32) : CDoom::Fixed #

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def p_find_sector_from_line_tag = P_FindSectorFromLineTag(line : Pointer(CDoom::Line), start : Int32) : LibC::Int #

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def p_fire_weapon = P_FireWeapon(player : Pointer(CDoom::Player)) #

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def p_give_ammo = P_GiveAmmo(player : Pointer(CDoom::Player), ammo : CDoom::Ammotype, num : Int32) : CDoom::DoomBool #

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def p_give_armor = P_GiveArmor(player : Pointer(CDoom::Player), armortype : Int32) : CDoom::DoomBool #

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def p_give_body = P_GiveBody(player : Pointer(CDoom::Player), num : Int32) : CDoom::DoomBool #

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def p_give_card = P_GiveCard(player : Pointer(CDoom::Player), card : CDoom::Card) #

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def p_give_power = P_GivePower(player : Pointer(CDoom::Player), power : Int32) : CDoom::DoomBool #

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def p_give_weapon = P_GiveWeapon(player : Pointer(CDoom::Player), weapon : CDoom::Weapontype, dropped : Int32) : CDoom::DoomBool #

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def p_group_lines = P_GroupLines #

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def p_gunshot = P_GunShot(mo : Pointer(CDoom::Mobj), accurate : Int32) #

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def p_hit_slide_line = P_HitSlideLine(ld : Pointer(CDoom::Line)) #

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def p_init = P_Init #

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def p_init_pic_anims = P_InitPicAnims #

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def p_init_switch_list = P_InitSwitchList #

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def p_init_thinkers = P_InitThinkers #

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def p_intercept_vector = P_InterceptVector(v2 : Pointer(CDoom::Divline), v1 : Pointer(CDoom::Divline)) : CDoom::Fixed #

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def p_intercept_vector2 = P_InterceptVector2(v2 : Pointer(CDoom::Divline), v1 : Pointer(CDoom::Divline)) : CDoom::Fixed #

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def p_kill_mobj = P_KillMobj(source : Pointer(CDoom::Mobj), target : Pointer(CDoom::Mobj)) #

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def p_line_attack = P_LineAttack(t1 : Pointer(CDoom::Mobj), angle : UInt32, distance : Int32, slope : Int32, damage : Int32) #

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def p_line_opening = P_LineOpening(linedef : Pointer(CDoom::Line)) #

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def p_load_blockmap = P_LoadBlockMap(lump : Int32) #

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def p_load_linedefs = P_LoadLineDefs(lump : Int32) #

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def p_load_nodes = P_LoadNodes(lump : Int32) #

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def p_load_sectors = P_LoadSectors(lump : Int32) #

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def p_load_segs = P_LoadSegs(lump : Int32) #

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def p_load_sidedefs = P_LoadSideDefs(lump : Int32) #

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def p_load_subsectors = P_LoadSubsectors(lump : Int32) #

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def p_load_things = P_LoadThings(lump : Int32) #

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def p_load_vertexes = P_LoadVertexes(lump : Int32) #

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def p_look_for_players = P_LookForPlayers(actor : Pointer(CDoom::Mobj), allaround : Int32) : CDoom::DoomBool #

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def p_make_divline = P_MakeDivline(li : Pointer(CDoom::Line), dl : Pointer(CDoom::Divline)) #

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def p_mobj_thinker = P_MobjThinker(mobj : Pointer(CDoom::Mobj)) #

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def p_move = P_Move(actor : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

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def p_move_player = P_MovePlayer(player : Pointer(CDoom::Player)) #

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def p_move_psprites = P_MovePsprites(curplayer : Pointer(CDoom::Player)) #

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def p_new_chase_dir = P_NewChaseDir(actor : Pointer(CDoom::Mobj)) #

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def p_nightmare_respawn = P_NightmareRespawn(mobj : Pointer(CDoom::Mobj)) #

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def p_noise_alert = P_NoiseAlert(target : Pointer(CDoom::Mobj), emmiter : Pointer(CDoom::Mobj)) #

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def p_path_traverse = P_PathTraverse(x1 : Int32, y1 : Int32, x2 : Int32, y2 : Int32, flags : Int32, trav : Pointer(CDoom::Intercept) -> Int32) : CDoom::DoomBool #

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def p_player_in_special_sector = P_PlayerInSpecialSector(player : Pointer(CDoom::Player)) #

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def p_player_think = P_PlayerThink(player : Pointer(CDoom::Player)) #

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def p_point_on_divline_side = P_PointOnDivlineSide(x : Int32, y : Int32, line : Pointer(CDoom::Divline)) : LibC::Int #

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def p_point_on_line_side = P_PointOnLineSide(x : Int32, y : Int32, line : Pointer(CDoom::Line)) : LibC::Int #

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def p_radius_attack = P_RadiusAttack(spot : Pointer(CDoom::Mobj), source : Pointer(CDoom::Mobj), damage : Int32) #

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def p_random = P_Random : LibC::Int #

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def p_recursive_sound = P_RecursiveSound(sec : Pointer(CDoom::Sector), soundblocks : Int32) #

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def p_remove_active_ceiling = P_RemoveActiveCeiling(c : Pointer(CDoom::Ceiling)) #

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def p_remove_active_plat = P_RemoveActivePlat(plat : Pointer(CDoom::Plat)) #

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def p_remove_mobj = P_RemoveMobj(mobj : Pointer(CDoom::Mobj)) #

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def p_remove_thinker = P_RemoveThinker(thinker : Pointer(CDoom::Thinker)) #

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def p_respawn_specials = P_RespawnSpecials #

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def p_run_thinkers = P_RunThinkers #

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def p_set_mobj_state = P_SetMobjState(mobj : Pointer(CDoom::Mobj), state : CDoom::Statenum) : CDoom::DoomBool #

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def p_set_psprite = P_SetPsprite(player : Pointer(CDoom::Player), position : Int32, stnum : CDoom::Statenum) #

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def p_set_thing_position = P_SetThingPosition(thing : Pointer(CDoom::Mobj)) #

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def p_setup_level = P_SetupLevel(episode : Int32, map : Int32, playermask : Int32, skill : CDoom::Skill) #

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def p_setup_psprites = P_SetupPsprites(curplayer : Pointer(CDoom::Player)) #

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def p_shoot_special_line = P_ShootSpecialLine(thing : Pointer(CDoom::Mobj), line : Pointer(CDoom::Line)) #

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def p_slide_move = P_SlideMove(mo : Pointer(CDoom::Mobj)) #

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def p_spawn_blood = P_SpawnBlood(x : Int32, y : Int32, z : Int32, damage : Int32) #

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def p_spawn_door_close_in_30 = P_SpawnDoorCloseIn30(sec : Pointer(CDoom::Sector)) #

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def p_spawn_door_raise_in_5_mins = P_SpawnDoorRaiseIn5Mins(sec : Pointer(CDoom::Sector), secnum : Int32) #

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def p_spawn_fire_flicker = P_SpawnFireFlicker(sector : Pointer(CDoom::Sector)) #

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def p_spawn_glowing_light = P_SpawnGlowingLight(sector : Pointer(CDoom::Sector)) #

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def p_spawn_light_flash = P_SpawnLightFlash(sector : Pointer(CDoom::Sector)) #

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def p_spawn_map_thing = P_SpawnMapThing(mthing : Pointer(CDoom::Mapthing)) #

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def p_spawn_missile = P_SpawnMissile(source : Pointer(CDoom::Mobj), dest : Pointer(CDoom::Mobj), type : CDoom::Mobjtype) : Pointer(CDoom::Mobj) #

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def p_spawn_mobj = P_SpawnMobj(x : Int32, y : Int32, z : Int32, type : CDoom::Mobjtype) : Pointer(CDoom::Mobj) #

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def p_spawn_player = P_SpawnPlayer(mthing : Pointer(CDoom::Mapthing)) #

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def p_spawn_player_missile = P_SpawnPlayerMissile(source : Pointer(CDoom::Mobj), type : CDoom::Mobjtype) #

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def p_spawn_puff = P_SpawnPuff(x : Int32, y : Int32, z : Int32) #

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def p_spawn_specials = P_SpawnSpecials #

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def p_spawn_strobe_flash = P_SpawnStrobeFlash(sector : Pointer(CDoom::Sector), fast_or_slow : Int32, in_sync : Int32) #

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def p_start_button = P_StartButton(line : Pointer(CDoom::Line), w : CDoom::Bwhere, texture : Int32, time : Int32) #

[View source]
def p_teleport_move = P_TeleportMove(thing : Pointer(CDoom::Mobj), x : Int32, y : Int32) : CDoom::DoomBool #

[View source]
def p_thing_height_clip = P_ThingHeightClip(thing : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

[View source]
def p_thrust = P_Thrust(player : Pointer(CDoom::Player), angle : UInt32, move : Int32) #

[View source]
def p_ticker = P_Ticker #

[View source]
def p_touch_special_thing = P_TouchSpecialThing(special : Pointer(CDoom::Mobj), toucher : Pointer(CDoom::Mobj)) #

[View source]
def p_traverse_intercepts = P_TraverseIntercepts(func : Pointer(CDoom::Intercept) -> Int32, maxfrac : Int32) : CDoom::DoomBool #

[View source]
def p_try_move = P_TryMove(thing : Pointer(CDoom::Mobj), x : Int32, y : Int32) : CDoom::DoomBool #

[View source]
def p_try_walk = P_TryWalk(actor : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

[View source]
def p_unset_thing_position = P_UnsetThingPosition(thing : Pointer(CDoom::Mobj)) #

[View source]
def p_update_specials = P_UpdateSpecials #

[View source]
def p_use_lines = P_UseLines(player : Pointer(CDoom::Player)) #

[View source]
def p_use_special_line = P_UseSpecialLine(thing : Pointer(CDoom::Mobj), line : Pointer(CDoom::Line), side : Int32) : CDoom::DoomBool #

[View source]
def p_xymovement = P_XYMovement(mo : Pointer(CDoom::Mobj)) #

[View source]
def p_zmovement = P_ZMovement(mo : Pointer(CDoom::Mobj)) #

[View source]
def pit_add_line_intercepts = PIT_AddLineIntercepts(ld : Pointer(CDoom::Line)) : CDoom::DoomBool #

[View source]
def pit_add_thing_intercepts = PIT_AddThingIntercepts(thing : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

[View source]
def pit_change_sector = PIT_ChangeSector(thing : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

[View source]
def pit_check_line = PIT_CheckLine(ld : Pointer(CDoom::Line)) : CDoom::DoomBool #

[View source]
def pit_check_thing = PIT_CheckThing(thing : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

[View source]
def pit_radius_attack = PIT_RadiusAttack(thing : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

[View source]
def pit_stomp_thing = PIT_StompThing(thing : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

[View source]
def pit_vile_check = PIT_VileCheck(thing : Pointer(CDoom::Mobj)) : CDoom::DoomBool #

[View source]
def ptr_aim_traverse = PTR_AimTraverse(int : Pointer(CDoom::Intercept)) : CDoom::DoomBool #

[View source]
def ptr_shoot_traverse = PTR_ShootTraverse(int : Pointer(CDoom::Intercept)) : CDoom::DoomBool #

[View source]
def ptr_slide_traverse = PTR_SlideTraverse(int : Pointer(CDoom::Intercept)) : CDoom::DoomBool #

[View source]
def ptr_use_traverse = PTR_UseTraverse(int : Pointer(CDoom::Intercept)) : CDoom::DoomBool #

[View source]
def r_add_point_to_box = R_AddPointToBox(x : Int32, y : Int32, box : Pointer(Int32)) #

[View source]
def r_add_sprites = R_AddSprites(sec : Pointer(CDoom::Sector)) #

[View source]
def r_addline = R_AddLine(line : Pointer(CDoom::Seg)) #

[View source]
def r_check_bbox = R_CheckBBox(bspcoord : Pointer(Int32)) : CDoom::DoomBool #

[View source]
def r_check_plane = R_CheckPlane(pl : Pointer(CDoom::Visplane), start : Int32, stop : Int32) : Pointer(CDoom::Visplane) #

[View source]
def r_check_texture_num_for_name = R_CheckTextureNumForName(name : Pointer(UInt8)) : LibC::Int #

[View source]
def r_clear_clip_segs = R_ClearClipSegs #

[View source]
def r_clear_draw_segs = R_ClearDrawSegs #

[View source]
def r_clear_planes = R_ClearPlanes #

[View source]
def r_clear_sprites = R_ClearSprites #

[View source]
def r_clip_pass_wall_segment = R_ClipPassWallSegment(first : Int32, last : Int32) #

[View source]
def r_clip_solid_wall_segment = R_ClipSolidWallSegment(first : Int32, last : Int32) #

[View source]
def r_draw_column = R_DrawColumn #

[View source]
def r_draw_column_in_cache = R_DrawColumnInCache(patch : Pointer(CDoom::Post), cache : Pointer(UInt8), originy : Int32, cacheheight : Int32) #

[View source]
def r_draw_fuzz_column = R_DrawFuzzColumn #

[View source]
def r_draw_masked = R_DrawMasked #

[View source]
def r_draw_masked_column = R_DrawMaskedColumn(column : Pointer(CDoom::Post)) #

[View source]
def r_draw_planes = R_DrawPlanes #

[View source]
def r_draw_player_sprites = R_DrawPlayerSprites #

[View source]
def r_draw_psprite = R_DrawPSprite(psp : Pointer(CDoom::Pspdef)) #

[View source]
def r_draw_span = R_DrawSpan #

[View source]
def r_draw_sprite = R_DrawSprite(spr : Pointer(CDoom::Vissprite)) #

[View source]
def r_draw_translated_column = R_DrawTranslatedColumn #

[View source]
def r_draw_view_border = R_DrawViewBorder #

[View source]
def r_draw_vis_sprite = R_DrawVisSprite(vis : Pointer(CDoom::Vissprite), x1 : Int32, x2 : Int32) #

[View source]
def r_execute_set_view_size = R_ExecuteSetViewSize #

[View source]
def r_fill_back_screen = R_FillBackScreen #

[View source]
def r_find_plane = R_FindPlane(height : Int32, picnum : Int32, lightlevel : Int32) : Pointer(CDoom::Visplane) #

[View source]
def r_flat_num_for_name = R_FlatNumForName(name : Pointer(UInt8)) : LibC::Int #

[View source]
def r_generate_composite = R_GenerateComposite(texnum : Int32) #

[View source]
def r_generate_lookup = R_GenerateLookup(texnum : Int32) #

[View source]
def r_get_column = R_GetColumn(tex : Int32, col : Int32) : Pointer(CDoom::Byte) #

[View source]
def r_init = R_Init #

[View source]
def r_init_buffer = R_InitBuffer(width : Int32, height : Int32) #

[View source]
def r_init_colormaps = R_InitColormaps #

[View source]
def r_init_data = R_InitData #

[View source]
def r_init_flats = R_InitFlats #

[View source]
def r_init_light_tables = R_InitLightTables #

[View source]
def r_init_sky_map = R_InitSkyMap #

[View source]
def r_init_sprite_defs = R_InitSpriteDefs(namelist : Pointer(Pointer(UInt8))) #

[View source]
def r_init_sprite_lumps = R_InitSpriteLumps #

[View source]
def r_init_sprites = R_InitSprites(namelist : Pointer(Pointer(UInt8))) #

[View source]
def r_init_tables = R_InitTables #

[View source]
def r_init_texture_mapping = R_InitTextureMapping #

[View source]
def r_init_textures = R_InitTextures #

[View source]
def r_init_translation_tables = R_InitTranslationTables #

[View source]
def r_install_sprite_lump = R_InstallSpriteLump(lump : Int32, frame : UInt32, rotation : UInt32, flipped : Int32) #

[View source]
def r_make_spans = R_MakeSpans(x : Int32, t1 : Int32, b1 : Int32, t2 : Int32, b2 : Int32) #

[View source]
def r_map_plane = R_MapPlane(y : Int32, x1 : Int32, x2 : Int32) #

[View source]
def r_new_vis_sprite = R_NewVisSprite : Pointer(CDoom::Vissprite) #

[View source]
def r_point_in_subsector = R_PointInSubsector(x : Int32, y : Int32) : Pointer(CDoom::Subsector) #

[View source]
def r_point_on_seg_side = R_PointOnSegSide(x : Int32, y : Int32, line : Pointer(CDoom::Seg)) : LibC::Int #

[View source]
def r_point_on_side = R_PointOnSide(x : Int32, y : Int32, node : Pointer(CDoom::Node)) : LibC::Int #

[View source]
def r_point_to_angle = R_PointToAngle(x : Int32, y : Int32) : CDoom::Angle #

[View source]
def r_point_to_angle2 = R_PointToAngle2(x1 : Int32, y1 : Int32, x2 : Int32, y2 : Int32) : CDoom::Angle #

[View source]
def r_point_to_dist = R_PointToDist(x : Int32, y : Int32) : CDoom::Fixed #

[View source]
def r_precache_level = R_PrecacheLevel #

[View source]
def r_project_sprite = R_ProjectSprite(thing : Pointer(CDoom::Mobj)) #

[View source]
def r_render_bsp_node = R_RenderBSPNode(bspnum : Int32) #

[View source]
def r_render_masked_seg_range = R_RenderMaskedSegRange(ds : Pointer(CDoom::Drawseg), x1 : Int32, x2 : Int32) #

[View source]
def r_render_player_view = R_RenderPlayerView(player : Pointer(CDoom::Player)) #

[View source]
def r_render_seg_loop = R_RenderSegLoop #

[View source]
def r_scale_from_global_angle = R_ScaleFromGlobalAngle(visangle : UInt32) : CDoom::Fixed #

[View source]
def r_set_view_size = R_SetViewSize(blocks : Int32, detail : Int32) #

[View source]
def r_setup_frame = R_SetupFrame(player : Pointer(CDoom::Player)) #

[View source]
def r_sort_vis_sprites = R_SortVisSprites #

[View source]
def r_store_wall_range = R_StoreWallRange(start : Int32, stop : Int32) #

[View source]
def r_subsector = R_Subsector(num : Int32) #

[View source]
def r_texture_num_for_name = R_TextureNumForName(name : Pointer(UInt8)) : LibC::Int #

[View source]
def r_video_erase = R_VideoErase(ofs : UInt32, count : Int32) #

[View source]
def reset_all_channels #

[View source]
def s_adjust_sound_params = S_AdjustSoundParams(listener : Pointer(CDoom::Mobj), source : Pointer(CDoom::Mobj), vol : Pointer(Int32), sep : Pointer(Int32), pitch : Pointer(Int32)) : LibC::Int #

[View source]
def s_change_music = S_ChangeMusic(music_id : Int32, looping : Int32) #

[View source]
def s_get_channel = S_getChannel(origin : Pointer(Void), sfxinfo : Pointer(CDoom::Sfxinfo)) : LibC::Int #

[View source]
def s_init = S_Init(sfx_volume : Int32, music_volume : Int32) #

[View source]
def s_pause_sound = S_PauseSound #

[View source]
def s_resume_sound = S_ResumeSound #

[View source]
def s_set_music_volume = S_SetMusicVolume(volume : Int32) #

[View source]
def s_set_sfx_volume = S_SetSfxVolume(volume : Int32) #

[View source]
def s_start = S_Start #

[View source]
def s_start_music = S_StartMusic(music_id : Int32) #

[View source]
def s_start_sound = S_StartSound(origin : Pointer(Void), sfx_id : Int32) #

[View source]
def s_start_sound_at_volume = S_StartSoundAtVolume(origin_p : Pointer(Void), sfx_id : Int32, volume : Int32) #

[View source]
def s_stop_channel = S_StopChannel(cnum : Int32) #

[View source]
def s_stop_music = S_StopMusic #

[View source]
def s_stop_sound = S_StopSound(origin : Pointer(Void)) #

[View source]
def s_update_sounds = S_UpdateSounds(listener_p : Pointer(Void)) #

[View source]
def slope_div = SlopeDiv(num : UInt32, den : UInt32) : LibC::Int #

[View source]
def st_calc_pain_offset = ST_calcPainOffset : LibC::Int #

[View source]
def st_create_widgets = ST_createWidgets #

[View source]
def st_diff_draw = ST_diffDraw #

[View source]
def st_do_palette_stuff = ST_doPaletteStuff #

[View source]
def st_do_refresh = ST_doRefresh #

[View source]
def st_draw_widgets = ST_drawWidgets(refresh : Int32) #

[View source]
def st_drawer = ST_Drawer(fullscreen : Int32, refresh : Int32) #

[View source]
def st_init = ST_Init #

[View source]
def st_init_data = ST_initData #

[View source]
def st_load_data = ST_loadData #

[View source]
def st_load_graphics = ST_loadGraphics #

[View source]
def st_refresh_background = ST_refreshBackground #

[View source]
def st_responder = ST_Responder(ev : Pointer(CDoom::Event)) : CDoom::DoomBool #

[View source]
def st_start = ST_Start #

[View source]
def st_stop = ST_Stop #

[View source]
def st_ticker = ST_Ticker #

[View source]
def st_unload_data = ST_unloadData #

[View source]
def st_unload_graphics = ST_unloadGraphics #

[View source]
def st_update_face_widget = ST_updateFaceWidget #

[View source]
def st_update_widgets = ST_updateWidgets #

[View source]
def stlib_draw_num = STlib_drawNum(n : Pointer(CDoom::ST_Number), refresh : Int32) #

[View source]
def stlib_init = STlib_init #

[View source]
def stlib_init_bin_icon = STlib_initBinIcon(b : Pointer(CDoom::ST_Binicon), x : Int32, y : Int32, i : Pointer(CDoom::Patch), val : Pointer(Int32), on : Pointer(Int32)) #

[View source]
def stlib_init_mult_icon = STlib_initMultIcon(mi : Pointer(CDoom::ST_Multicon), x : Int32, y : Int32, il : Pointer(Pointer(CDoom::Patch)), inum : Pointer(Int32), on : Pointer(Int32)) #

[View source]
def stlib_init_num = STlib_initNum(n : Pointer(CDoom::ST_Number), x : Int32, y : Int32, pl : Pointer(Pointer(CDoom::Patch)), num : Pointer(Int32), on : Pointer(Int32), width : Int32) #

[View source]
def stlib_init_percent = STlib_initPercent(p : Pointer(CDoom::ST_Percent), x : Int32, y : Int32, pl : Pointer(Pointer(CDoom::Patch)), num : Pointer(Int32), on : Pointer(Int32), percent : Pointer(CDoom::Patch)) #

[View source]
def stlib_update_bin_icon = STlib_updateBinIcon(bi : Pointer(CDoom::ST_Binicon), refresh : Int32) #

[View source]
def stlib_update_mult_icon = STlib_updateMultIcon(mi : Pointer(CDoom::ST_Multicon), refresh : Int32) #

[View source]
def stlib_update_num = STlib_updateNum(n : Pointer(CDoom::ST_Number), refresh : Int32) #

[View source]
def stlib_update_percent = STlib_updatePercent(per : Pointer(CDoom::ST_Percent), refresh : Int32) #

[View source]
def t_fire_flicker = T_FireFlicker(flick : Pointer(CDoom::Fireflicker)) #

[View source]
def t_glow = T_Glow(g : Pointer(CDoom::Glow)) #

[View source]
def t_light_flash = T_LightFlash(flash : Pointer(CDoom::Lightflash)) #

[View source]
def t_move_ceiling = T_MoveCeiling(ceiling : Pointer(CDoom::Ceiling)) #

[View source]
def t_move_floor = T_MoveFloor(floor : Pointer(CDoom::Floormove)) #

[View source]
def t_move_plane = T_MovePlane(sector : Pointer(CDoom::Sector), speed : Int32, dest : Int32, crush : Int32, floor_or_ceiling : Int32, direction : Int32) : CDoom::Result #

[View source]
def t_plat_raise = T_PlatRaise(plat : Pointer(CDoom::Plat)) #

[View source]
def t_strobe_flash = T_StrobeFlash(flash : Pointer(CDoom::Strobe)) #

[View source]
def t_vertical_door = T_VerticalDoor(door : Pointer(CDoom::Vldoor)) #

[View source]
def try_run_tics = TryRunTics #

[View source]
def two_sided = twoSided(sector : Int32, line : Int32) : LibC::Int #

[View source]
def v_copy_rect = V_CopyRect(srcx : Int32, srcy : Int32, srcscrn : Int32, width : Int32, height : Int32, destx : Int32, desty : Int32, destscrn : Int32) #

[View source]
def v_draw_block = V_DrawBlock(x : Int32, y : Int32, scrn : Int32, width : Int32, height : Int32, src : Pointer(UInt8)) #

[View source]
def v_draw_patch = V_DrawPatch(x : Int32, y : Int32, scrn : Int32, patch : Pointer(CDoom::Patch)) #

[View source]
def v_draw_patch_direct = V_DrawPatchDirect(x : Int32, y : Int32, scrn : Int32, patch : Pointer(CDoom::Patch)) #

[View source]
def v_draw_patch_flipped = V_DrawPatchFlipped(x : Int32, y : Int32, scrn : Int32, patch : Pointer(CDoom::Patch)) #

[View source]
def v_draw_patch_rect_direct = V_DrawPatchRectDirect(x : Int32, y : Int32, scrn : Int32, patch : Pointer(CDoom::Patch), src_x : Int32, src_w : Int32) #

[View source]
def v_get_block = V_GetBlock(x : Int32, y : Int32, scrn : Int32, width : Int32, height : Int32, dest : Pointer(UInt8)) #

[View source]
def v_init = V_Init #

[View source]
def v_mark_rect = V_MarkRect(x : Int32, y : Int32, width : Int32, height : Int32) #

[View source]
def w_add_file = W_AddFile(filename : Pointer(UInt8)) #

[View source]
def w_cache_lump_name = W_CacheLumpName(name : Pointer(UInt8), tag : Int32) : Pointer(Void) #

[View source]
def w_cache_lump_num = W_CacheLumpNum(lump : Int32, tag : Int32) : Pointer(Void) #

[View source]
def w_check_num_for_name = W_CheckNumForName(name : Pointer(UInt8)) : LibC::Int #

[View source]
def w_get_num_for_name = W_GetNumForName(name : Pointer(UInt8)) : LibC::Int #

[View source]
def w_init_file = W_InitFile(filename : Pointer(UInt8)) #

[View source]
def w_init_multiple_files = W_InitMultipleFiles(filenames : Pointer(Pointer(UInt8))) #

[View source]
def w_lump_length = W_LumpLength(lump : Int32) : LibC::Int #

[View source]
def w_read_lump = W_ReadLump(lump : Int32, dest : Pointer(Void)) #

[View source]
def w_reload = W_Reload #

[View source]
def wi_check_for_accelerate = WI_checkForAccelerate #

[View source]
def wi_draw_animated_back = WI_drawAnimatedBack #

[View source]
def wi_draw_deathmatch_stats = WI_drawDeathmatchStats #

[View source]
def wi_draw_el = WI_drawEL #

[View source]
def wi_draw_lf = WI_drawLF #

[View source]
def wi_draw_netgame_stats = WI_drawNetgameStats #

[View source]
def wi_draw_no_state = WI_drawNoState #

[View source]
def wi_draw_num = WI_drawNum(x : Int32, y : Int32, n : Int32, digits : Int32) : LibC::Int #

[View source]
def wi_draw_on_lnode = WI_drawOnLnode(n : Int32, c : Pointer(Pointer(CDoom::Patch))) #

[View source]
def wi_draw_percent = WI_drawPercent(x : Int32, y : Int32, p : Int32) #

[View source]
def wi_draw_show_next_loc = WI_drawShowNextLoc #

[View source]
def wi_draw_stats = WI_drawStats #

[View source]
def wi_draw_time = WI_drawTime(x : Int32, y : Int32, t : Int32) #

[View source]
def wi_drawer = WI_Drawer #

[View source]
def wi_end = WI_End #

[View source]
def wi_frag_sum = WI_fragSum(playernum : Int32) : LibC::Int #

[View source]
def wi_init_animated_back = WI_initAnimatedBack #

[View source]
def wi_init_deathmatch_stats = WI_initDeathmatchStats #

[View source]
def wi_init_netgame_stats = WI_initNetgameStats #

[View source]
def wi_init_no_state = WI_initNoState #

[View source]
def wi_init_show_next_loc = WI_initShowNextLoc #

[View source]
def wi_init_stats = WI_initStats #

[View source]
def wi_init_variables = WI_initVariables(wbstartstruct : Pointer(CDoom::Wbstartstruct)) #

[View source]
def wi_load_data = WI_loadData #

[View source]
def wi_slam_background = WI_slamBackground #

[View source]
def wi_start = WI_Start(wbstartstruct : Pointer(CDoom::Wbstartstruct)) #

[View source]
def wi_ticker = WI_Ticker #

[View source]
def wi_unload_data = WI_unloadData #

[View source]
def wi_update_animated_back = WI_updateAnimatedBack #

[View source]
def wi_update_deathmatch_stats = WI_updateDeathmatchStats #

[View source]
def wi_update_netgame_stats = WI_updateNetgameStats #

[View source]
def wi_update_no_state = WI_updateNoState #

[View source]
def wi_update_show_next_loc = WI_updateShowNextLoc #

[View source]
def wi_update_stats = WI_updateStats #

[View source]
def wipe_do_color_x_form = wipe_doColorXForm(width : Int32, height : Int32, ticks : Int32) : LibC::Int #

[View source]
def wipe_do_melt = wipe_doMelt(width : Int32, height : Int32, ticks : Int32) : LibC::Int #

[View source]
def wipe_end_screen = wipe_EndScreen(x : Int32, y : Int32, width : Int32, height : Int32) : LibC::Int #

[View source]
def wipe_exit_color_x_form = wipe_exitColorXForm(width : Int32, height : Int32, ticks : Int32) : LibC::Int #

[View source]
def wipe_exit_melt = wipe_exitMelt(width : Int32, height : Int32, ticks : Int32) : LibC::Int #

[View source]
def wipe_init_color_x_form = wipe_initColorXForm(width : Int32, height : Int32, ticks : Int32) : LibC::Int #

[View source]
def wipe_init_melt = wipe_initMelt(width : Int32, height : Int32, ticks : Int32) : LibC::Int #

[View source]
def wipe_screen_wipe = wipe_ScreenWipe(wipeno : Int32, x : Int32, y : Int32, width : Int32, height : Int32, ticks : Int32) : LibC::Int #

[View source]
def wipe_shitty_col_major_x_form = wipe_shittyColMajorXform(array : Pointer(Int16), width : Int32, height : Int32) #

[View source]
def wipe_start_screen = wipe_StartScreen(x : Int32, y : Int32, width : Int32, height : Int32) : LibC::Int #

[View source]
def write_pcx_file = WritePCXfile(filename : Pointer(UInt8), data : Pointer(UInt8), width : Int32, height : Int32, palette : Pointer(UInt8)) #

[View source]
def z_change_tag2 = Z_ChangeTag2(ptr : Pointer(Void), tag : Int32) #

[View source]
def z_check_heap = Z_CheckHeap #

[View source]
def z_free = Z_Free(ptr : Pointer(Void)) #

[View source]
def z_free_tags = Z_FreeTags(lowtag : Int32, hightag : Int32) #

[View source]
def z_init = Z_Init #

[View source]
def z_malloc = Z_Malloc(size : Int32, tag : Int32, ptr : Pointer(Void)) : Pointer(Void) #

[View source]

Macro Detail

macro c_array(array, *objs) #

[View source]
macro c_array_animinfo(array, *objs) #

[View source]
macro c_array_cheat(array, *objs) #

[View source]
macro c_array_strings(array, *objs) #

[View source]
macro cxmtof(x) #

translates between frame-buffer and map coordinates define CXMTOF(x) (f_x + MTOF((x)-m_x)) define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))


[View source]
macro cymtof(y) #

[View source]
macro doom_abs(x) #

[View source]
macro ftom(x) #

translates between frame-buffer and map distances


[View source]
macro mtof(x) #

define MTOF(x) (FixedMul((x),scale_mtof)>>16)


[View source]
macro ng_statsx #

[View source]
macro padsavep #

[View source]
macro scramble(a) #

[View source]
macro z_change_tag(p, t) #

This is used to get the local FILE:LINE info from CPP prior to really call the function in question.


[View source]