/*
	HeXen INFO.c processor, by Frans P. de Vries.

Derived from:

	DooM MaP StaTistics, by Frans P. de Vries.

	You are allowed to use any parts of this code in another program, as
	long as you give credits to the authors in the documentation and in
	the program itself.  Read the file README for more information.

	This program comes with absolutely no warranty.

	STUB.C - Stubs for action functions.
*/

#include "../common/stub.h"
#include "h2def.h"

void A_FreeTargMobj (mobj_t* mo)           { strcpy( funcname, "A_FreeTargMobj"); }
void A_FlameCheck (mobj_t* mo)             { strcpy( funcname, "A_FlameCheck"); }
void A_HideThing (mobj_t* mo)              { strcpy( funcname, "A_HideThing"); }
void A_UnHideThing (mobj_t* mo)            { strcpy( funcname, "A_UnHideThing"); }
void A_RestoreSpecialThing1 (mobj_t* mo)   { strcpy( funcname, "A_RestoreSpecialThing1"); }
void A_RestoreSpecialThing2 (mobj_t* mo)   { strcpy( funcname, "A_RestoreSpecialThing2"); }
void A_RestoreArtifact (mobj_t* mo)        { strcpy( funcname, "A_RestoreArtifact"); }
void A_Summon (mobj_t* mo)                 { strcpy( funcname, "A_Summon"); Spawn(MT_MINOTAUR); Spawn(MT_SUMMONMAULATOR); Spawn(MT_MNTRSMOKE); }
void A_ThrustInitUp (mobj_t* mo)           { strcpy( funcname, "A_ThrustInitUp"); }
void A_ThrustInitDn (mobj_t* mo)           { strcpy( funcname, "A_ThrustInitDn"); Spawn(MT_DIRTCLUMP); }
void A_ThrustRaise (mobj_t* mo)            { strcpy( funcname, "A_ThrustRaise"); }
void A_ThrustBlock (mobj_t* mo)            { strcpy( funcname, "A_ThrustBlock"); }
void A_ThrustImpale (mobj_t* mo)           { strcpy( funcname, "A_ThrustImpale"); }
void A_ThrustLower (mobj_t* mo)            { strcpy( funcname, "A_ThrustLower"); }
void A_TeloSpawnC (mobj_t* mo)             { strcpy( funcname, "A_TeloSpawnC"); }
void A_TeloSpawnB (mobj_t* mo)             { strcpy( funcname, "A_TeloSpawnB"); }
void A_TeloSpawnA (mobj_t* mo)             { strcpy( funcname, "A_TeloSpawnA"); }
void A_TeloSpawnD (mobj_t* mo)             { strcpy( funcname, "A_TeloSpawnD"); }
void A_CheckTeleRing (mobj_t* mo)          { strcpy( funcname, "A_CheckTeleRing"); }
void A_FogSpawn (mobj_t* mo)               { strcpy( funcname, "A_FogSpawn"); Spawn(MT_FOGPATCHS); Spawn(MT_FOGPATCHM); Spawn(MT_FOGPATCHL); }
void A_FogMove (mobj_t* mo)                { strcpy( funcname, "A_FogMove"); }
void A_Quake (mobj_t* mo)                  { strcpy( funcname, "A_Quake"); }
void A_ContMobjSound (mobj_t* mo)          { strcpy( funcname, "A_ContMobjSound"); }
void A_Scream (mobj_t* mo)                 { strcpy( funcname, "A_Scream"); }
void A_Explode (mobj_t* mo)                { strcpy( funcname, "A_Explode"); }
void A_PoisonBagInit (mobj_t* mo)          { strcpy( funcname, "A_PoisonBagInit"); Spawn(MT_POISONCLOUD); }
void A_PoisonBagDamage (mobj_t* mo)        { strcpy( funcname, "A_PoisonBagDamage"); }
void A_PoisonBagCheck (mobj_t* mo)         { strcpy( funcname, "A_PoisonBagCheck"); }
void A_CheckThrowBomb (mobj_t* mo)         { strcpy( funcname, "A_CheckThrowBomb"); }
void A_NoGravity (mobj_t* mo)              { strcpy( funcname, "A_NoGravity"); }
void A_PotteryExplode (mobj_t* mo)         { strcpy( funcname, "A_PotteryExplode"); Spawn(MT_POTTERYBIT1); }
void A_PotteryChooseBit (mobj_t* mo)       { strcpy( funcname, "A_PotteryChooseBit"); }
void A_PotteryCheck (mobj_t* mo)           { strcpy( funcname, "A_PotteryCheck"); }
void A_CorpseBloodDrip (mobj_t* mo)        { strcpy( funcname, "A_CorpseBloodDrip"); }
void A_CorpseExplode (mobj_t* mo)          { strcpy( funcname, "A_CorpseExplode"); Spawn(MT_CORPSEBIT); }
void A_LeafSpawn (mobj_t* mo)              { strcpy( funcname, "A_LeafSpawn"); }
void A_LeafThrust (mobj_t* mo)             { strcpy( funcname, "A_LeafThrust"); }
void A_LeafCheck (mobj_t* mo)              { strcpy( funcname, "A_LeafCheck"); }
void A_BridgeInit (mobj_t* mo)             { strcpy( funcname, "A_BridgeInit"); Spawn(MT_BRIDGEBALL); }
void A_BridgeOrbit (mobj_t* mo)            { strcpy( funcname, "A_BridgeOrbit"); }
void A_TreeDeath (mobj_t* mo)              { strcpy( funcname, "A_TreeDeath"); }
void A_PoisonShroom (mobj_t* mo)           { strcpy( funcname, "A_PoisonShroom"); }
void A_Pain (mobj_t* mo)                   { strcpy( funcname, "A_Pain"); }
void A_SoAExplode (mobj_t* mo)             { strcpy( funcname, "A_SoAExplode"); Spawn(MT_ZARMORCHUNK); }
void A_BellReset1 (mobj_t* mo)             { strcpy( funcname, "A_BellReset1"); }
void A_BellReset2 (mobj_t* mo)             { strcpy( funcname, "A_BellReset2"); }
void A_NoBlocking (mobj_t* mo)             { strcpy( funcname, "A_NoBlocking"); }
void A_Light0 (mobj_t* mo)                 { strcpy( funcname, "A_Light0"); }
void A_WeaponReady (mobj_t* mo)            { strcpy( funcname, "A_WeaponReady"); }
void A_Lower (mobj_t* mo)                  { strcpy( funcname, "A_Lower"); }
void A_Raise (mobj_t* mo)                  { strcpy( funcname, "A_Raise"); }
void A_FPunchAttack (mobj_t* mo)           { strcpy( funcname, "A_FPunchAttack"); }
void A_ReFire (mobj_t* mo)                 { strcpy( funcname, "A_ReFire"); }
void A_FAxeAttack (mobj_t* mo)             { strcpy( funcname, "A_FAxeAttack"); }
void A_FHammerAttack (mobj_t* mo)          { strcpy( funcname, "A_FHammerAttack"); }
void A_FHammerThrow (mobj_t* mo)           { strcpy( funcname, "A_FHammerThrow"); Spawn(MT_HAMMER_MISSILE); }
void A_FSwordAttack (mobj_t* mo)           { strcpy( funcname, "A_FSwordAttack"); Spawn(MT_FSWORD_MISSILE); Spawn(MT_FSWORD_FLAME);}
void A_FSwordFlames (mobj_t* mo)           { strcpy( funcname, "A_FSwordFlames"); }
void A_CMaceAttack (mobj_t* mo)            { strcpy( funcname, "A_CMaceAttack"); }
void A_CStaffInitBlink (mobj_t* mo)        { strcpy( funcname, "A_CStaffInitBlink"); }
void A_CStaffCheckBlink (mobj_t* mo)       { strcpy( funcname, "A_CStaffCheckBlink"); }
void A_CStaffCheck (mobj_t* mo)            { strcpy( funcname, "A_CStaffCheck"); }
void A_CStaffAttack (mobj_t* mo)           { strcpy( funcname, "A_CStaffAttack"); Spawn(MT_CSTAFF_MISSILE); }
void A_CStaffMissileSlither (mobj_t* mo)   { strcpy( funcname, "A_CStaffMissileSlither"); }
void A_CFlameAttack (mobj_t* mo)           { strcpy( funcname, "A_CFlameAttack"); Spawn(MT_CFLAME_MISSILE); Spawn(MT_CIRCLEFLAME); }
void A_CFlameRotate (mobj_t* mo)           { strcpy( funcname, "A_CFlameRotate"); }
void A_CFlamePuff (mobj_t* mo)             { strcpy( funcname, "A_CFlamePuff"); }
void A_CFlameMissile (mobj_t* mo)          { strcpy( funcname, "A_CFlameMissile"); Spawn(MT_CIRCLEFLAME); }
void A_CHolyAttack (mobj_t* mo)            { strcpy( funcname, "A_CHolyAttack"); Spawn(MT_HOLY_MISSILE); }
void A_CHolyPalette (mobj_t* mo)           { strcpy( funcname, "A_CHolyPalette"); }
void A_CHolySeek (mobj_t* mo)              { strcpy( funcname, "A_CHolySeek"); }
void A_CHolyCheckScream (mobj_t* mo)       { strcpy( funcname, "A_CHolyCheckScream"); }
void A_CHolyTail (mobj_t* mo)              { strcpy( funcname, "A_CHolyTail"); }
void A_CHolySpawnPuff (mobj_t* mo)         { strcpy( funcname, "A_CHolySpawnPuff"); Spawn(MT_HOLY_MISSILE_PUFF); }
void A_CHolyAttack2 (mobj_t* mo)           { strcpy( funcname, "A_CHolyAttack2"); Spawn(MT_HOLY_FX); Spawn(MT_HOLY_TAIL); }
void A_MWandAttack (mobj_t* mo)            { strcpy( funcname, "A_MWandAttack"); Spawn(MT_MWAND_MISSILE); }
void A_LightningReady (mobj_t* mo)         { strcpy( funcname, "A_LightningReady"); }
void A_MLightningAttack (mobj_t* mo)       { strcpy( funcname, "A_MLightningAttack"); Spawn(MT_LIGHTNING_FLOOR); Spawn(MT_LIGHTNING_CEILING); }
void A_LightningZap (mobj_t* mo)           { strcpy( funcname, "A_LightningZap"); Spawn(MT_LIGHTNING_ZAP); }
void A_LightningClip (mobj_t* mo)          { strcpy( funcname, "A_LightningClip"); }
void A_LightningRemove (mobj_t* mo)        { strcpy( funcname, "A_LightningRemove"); }
void A_LastZap (mobj_t* mo)                { strcpy( funcname, "A_LastZap"); Spawn(MT_LIGHTNING_ZAP); }
void A_ZapMimic (mobj_t* mo)               { strcpy( funcname, "A_ZapMimic"); }
void A_MStaffAttack (mobj_t* mo)           { strcpy( funcname, "A_MStaffAttack"); Spawn(MT_MSTAFF_FX2); }
void A_MStaffPalette (mobj_t* mo)          { strcpy( funcname, "A_MStaffPalette"); }
void A_MStaffWeave (mobj_t* mo)            { strcpy( funcname, "A_MStaffWeave"); }
void A_MStaffTrack (mobj_t* mo)            { strcpy( funcname, "A_MStaffTrack"); }
void A_SnoutAttack (mobj_t* mo)            { strcpy( funcname, "A_SnoutAttack"); }
void A_FireConePL1 (mobj_t* mo)            { strcpy( funcname, "A_FireConePL1"); Spawn(MT_SHARDFX1); }
void A_ShedShard (mobj_t* mo)              { strcpy( funcname, "A_ShedShard"); Spawn(MT_SHARDFX1); }
void A_AddPlayerCorpse (mobj_t* mo)        { strcpy( funcname, "A_AddPlayerCorpse"); }
void A_SkullPop (mobj_t* mo)               { strcpy( funcname, "A_SkullPop"); Spawn(MT_BLOODYSKULL); }
void A_FreezeDeath (mobj_t* mo)            { strcpy( funcname, "A_FreezeDeath"); }
void A_FreezeDeathChunks (mobj_t* mo)      { strcpy( funcname, "A_FreezeDeathChunks"); Spawn(MT_ICECHUNK); }
void A_CheckBurnGone (mobj_t* mo)          { strcpy( funcname, "A_CheckBurnGone"); }
void A_CheckSkullFloor (mobj_t* mo)        { strcpy( funcname, "A_CheckSkullFloor"); }
void A_CheckSkullDone (mobj_t* mo)         { strcpy( funcname, "A_CheckSkullDone"); }
void A_SpeedFade (mobj_t* mo)              { strcpy( funcname, "A_SpeedFade"); }
void A_IceSetTics (mobj_t* mo)             { strcpy( funcname, "A_IceSetTics"); }
void A_IceCheckHeadDone (mobj_t* mo)       { strcpy( funcname, "A_IceCheckHeadDone"); }
void A_PigPain (mobj_t* mo)                { strcpy( funcname, "A_PigPain"); }
void A_PigLook (mobj_t* mo)                { strcpy( funcname, "A_PigLook"); }
void A_PigChase (mobj_t* mo)               { strcpy( funcname, "A_PigChase"); }
void A_FaceTarget (mobj_t* mo)             { strcpy( funcname, "A_FaceTarget"); }
void A_PigAttack (mobj_t* mo)              { strcpy( funcname, "A_PigAttack"); }
void A_QueueCorpse (mobj_t* mo)            { strcpy( funcname, "A_QueueCorpse"); }
void A_Look (mobj_t* mo)                   { strcpy( funcname, "A_Look"); }
void A_Chase (mobj_t* mo)                  { strcpy( funcname, "A_Chase"); }
void A_CentaurAttack (mobj_t* mo)          { strcpy( funcname, "A_CentaurAttack"); }
void A_CentaurAttack2 (mobj_t* mo)         { strcpy( funcname, "A_CentaurAttack2"); Spawn(MT_CENTAUR_FX); }
void A_SetReflective (mobj_t* mo)          { strcpy( funcname, "A_SetReflective"); }
void A_CentaurDefend (mobj_t* mo)          { strcpy( funcname, "A_CentaurDefend"); }
void A_UnSetReflective (mobj_t* mo)        { strcpy( funcname, "A_UnSetReflective"); }
void A_CentaurDropStuff (mobj_t* mo)       { strcpy( funcname, "A_CentaurDropStuff"); Spawn(MT_CENTAUR_SHIELD); Spawn(MT_CENTAUR_SWORD); }
void A_CheckFloor (mobj_t* mo)             { strcpy( funcname, "A_CheckFloor"); }
void A_DemonAttack1 (mobj_t* mo)           { strcpy( funcname, "A_DemonAttack1"); }
void A_DemonAttack2 (mobj_t* mo)           { strcpy( funcname, "A_DemonAttack2"); }
void A_DemonDeath (mobj_t* mo)             { strcpy( funcname, "A_DemonDeath"); Spawn(MT_DEMONCHUNK1); Spawn(MT_DEMONCHUNK2); Spawn(MT_DEMONCHUNK3); Spawn(MT_DEMONCHUNK4); Spawn(MT_DEMONCHUNK5); }
void A_Demon2Death (mobj_t* mo)            { strcpy( funcname, "A_Demon2Death"); Spawn(MT_DEMON2CHUNK1); Spawn(MT_DEMON2CHUNK2); Spawn(MT_DEMON2CHUNK3); Spawn(MT_DEMON2CHUNK4); Spawn(MT_DEMON2CHUNK5); }
void A_WraithRaiseInit (mobj_t* mo)        { strcpy( funcname, "A_WraithRaiseInit"); }
void A_WraithRaise (mobj_t* mo)            { strcpy( funcname, "A_WraithRaise"); }
void A_WraithInit (mobj_t* mo)             { strcpy( funcname, "A_WraithInit"); }
void A_WraithLook (mobj_t* mo)             { strcpy( funcname, "A_WraithLook"); }
void A_WraithChase (mobj_t* mo)            { strcpy( funcname, "A_WraithChase"); Spawn(MT_WRAITHFX4); Spawn(MT_WRAITHFX5); }
void A_WraithFX3 (mobj_t* mo)              { strcpy( funcname, "A_WraithFX3"); Spawn(MT_WRAITHFX3); }
void A_WraithMelee (mobj_t* mo)            { strcpy( funcname, "A_WraithMelee"); }
void A_WraithMissile (mobj_t* mo)          { strcpy( funcname, "A_WraithMissile"); Spawn(MT_WRAITHFX1); }
void A_WraithFX2 (mobj_t* mo)              { strcpy( funcname, "A_WraithFX2"); Spawn(MT_WRAITHFX2); }
void A_MinotaurFade1 (mobj_t* mo)          { strcpy( funcname, "A_MinotaurFade1"); }
void A_MinotaurFade2 (mobj_t* mo)          { strcpy( funcname, "A_MinotaurFade2"); }
void A_MinotaurLook (mobj_t* mo)           { strcpy( funcname, "A_MinotaurLook"); }
void A_MinotaurChase (mobj_t* mo)          { strcpy( funcname, "A_MinotaurChase"); }
void A_MinotaurRoam (mobj_t* mo)           { strcpy( funcname, "A_MinotaurRoam"); }
void A_MinotaurAtk1 (mobj_t* mo)           { strcpy( funcname, "A_MinotaurAtk1"); }
void A_MinotaurDecide (mobj_t* mo)         { strcpy( funcname, "A_MinotaurDecide"); }
void A_MinotaurAtk2 (mobj_t* mo)           { strcpy( funcname, "A_MinotaurAtk2"); Spawn(MT_MNTRFX1); }
void A_MinotaurAtk3 (mobj_t* mo)           { strcpy( funcname, "A_MinotaurAtk3"); Spawn(MT_MNTRFX2); }
void A_MinotaurCharge (mobj_t* mo)         { strcpy( funcname, "A_MinotaurCharge"); Spawn(MT_PUNCHPUFF); }
void A_SmokePuffExit (mobj_t* mo)          { strcpy( funcname, "A_SmokePuffExit"); Spawn(MT_MNTRSMOKEEXIT); }
void A_MinotaurFade0 (mobj_t* mo)          { strcpy( funcname, "A_MinotaurFade0"); }
void A_MntrFloorFire (mobj_t* mo)          { strcpy( funcname, "A_MntrFloorFire"); Spawn(MT_MNTRFX3); }
void A_SerpentChase (mobj_t* mo)           { strcpy( funcname, "A_SerpentChase"); }
void A_SerpentHumpDecide (mobj_t* mo)      { strcpy( funcname, "A_SerpentHumpDecide"); }
void A_SerpentUnHide (mobj_t* mo)          { strcpy( funcname, "A_SerpentUnHide"); }
void A_SerpentRaiseHump (mobj_t* mo)       { strcpy( funcname, "A_SerpentRaiseHump"); }
void A_SerpentLowerHump (mobj_t* mo)       { strcpy( funcname, "A_SerpentLowerHump"); }
void A_SerpentHide (mobj_t* mo)            { strcpy( funcname, "A_SerpentHide"); }
void A_SerpentBirthScream (mobj_t* mo)     { strcpy( funcname, "A_SerpentBirthScream"); }
void A_SetShootable (mobj_t* mo)           { strcpy( funcname, "A_SetShootable"); }
void A_SerpentCheckForAttack (mobj_t* mo)  { strcpy( funcname, "A_SerpentCheckForAttack"); }
void A_UnSetShootable (mobj_t* mo)         { strcpy( funcname, "A_UnSetShootable"); }
void A_SerpentDiveSound (mobj_t* mo)       { strcpy( funcname, "A_SerpentDiveSound"); }
void A_SerpentWalk (mobj_t* mo)            { strcpy( funcname, "A_SerpentWalk"); }
void A_SerpentChooseAttack (mobj_t* mo)    { strcpy( funcname, "A_SerpentChooseAttack"); }
void A_SerpentMeleeAttack (mobj_t* mo)     { strcpy( funcname, "A_SerpentMeleeAttack"); }
void A_SerpentMissileAttack (mobj_t* mo)   { strcpy( funcname, "A_SerpentMissileAttack"); Spawn(MT_SERPENTFX); }
void A_SerpentHeadPop (mobj_t* mo)         { strcpy( funcname, "A_SerpentHeadPop"); Spawn(MT_SERPENT_HEAD); }
void A_SerpentSpawnGibs (mobj_t* mo)       { strcpy( funcname, "A_SerpentSpawnGibs"); Spawn(MT_SERPENT_GIB1); Spawn(MT_SERPENT_GIB2); Spawn(MT_SERPENT_GIB3); }
void A_SerpentHeadCheck (mobj_t* mo)       { strcpy( funcname, "A_SerpentHeadCheck"); }
void A_FloatGib (mobj_t* mo)               { strcpy( funcname, "A_FloatGib"); }
void A_DelayGib (mobj_t* mo)               { strcpy( funcname, "A_DelayGib"); }
void A_SinkGib (mobj_t* mo)                { strcpy( funcname, "A_SinkGib"); }
void A_BishopDecide (mobj_t* mo)           { strcpy( funcname, "A_BishopDecide"); }
void A_BishopDoBlur (mobj_t* mo)           { strcpy( funcname, "A_BishopDoBlur"); }
void A_BishopSpawnBlur (mobj_t* mo)        { strcpy( funcname, "A_BishopSpawnBlur"); Spawn(MT_BISHOPBLUR); }
void A_BishopChase (mobj_t* mo)            { strcpy( funcname, "A_BishopChase"); }
void A_BishopAttack (mobj_t* mo)           { strcpy( funcname, "A_BishopAttack"); }
void A_BishopAttack2 (mobj_t* mo)          { strcpy( funcname, "A_BishopAttack2"); Spawn(MT_BISH_FX); }
void A_BishopPainBlur (mobj_t* mo)         { strcpy( funcname, "A_BishopPainBlur"); }
void A_BishopPuff (mobj_t* mo)             { strcpy( funcname, "A_BishopPuff"); }
void A_SetAltShadow (mobj_t* mo)           { strcpy( funcname, "A_SetAltShadow"); }
void A_BishopMissileWeave (mobj_t* mo)     { strcpy( funcname, "A_BishopMissileWeave"); }
void A_BishopMissileSeek (mobj_t* mo)      { strcpy( funcname, "A_BishopMissileSeek"); }
void A_DragonInitFlight (mobj_t* mo)       { strcpy( funcname, "A_DragonInitFlight"); }
void A_DragonFlap (mobj_t* mo)             { strcpy( funcname, "A_DragonFlap"); }
void A_DragonFlight (mobj_t* mo)           { strcpy( funcname, "A_DragonFlight"); Spawn(MT_DRAGON_FX); }
void A_DragonAttack (mobj_t* mo)           { strcpy( funcname, "A_DragonAttack"); Spawn(MT_DRAGON_FX); }
void A_DragonPain (mobj_t* mo)             { strcpy( funcname, "A_DragonPain"); }
void A_DragonCheckCrash (mobj_t* mo)       { strcpy( funcname, "A_DragonCheckCrash"); }
void A_DragonFX2 (mobj_t* mo)              { strcpy( funcname, "A_DragonFX2"); Spawn(MT_DRAGON_FX2); }
void A_ESound (mobj_t* mo)                 { strcpy( funcname, "A_ESound"); }
void A_EttinAttack (mobj_t* mo)            { strcpy( funcname, "A_EttinAttack"); }
void A_DropMace (mobj_t* mo)               { strcpy( funcname, "A_DropMace"); Spawn(MT_ETTIN_MACE); }
void A_FiredRocks (mobj_t* mo)             { strcpy( funcname, "A_FiredRocks"); Spawn(MT_FIREDEMON_FX1); Spawn(MT_FIREDEMON_FX2); Spawn(MT_FIREDEMON_FX3); Spawn(MT_FIREDEMON_FX4); Spawn(MT_FIREDEMON_FX5); }
void A_UnSetInvulnerable (mobj_t* mo)      { strcpy( funcname, "A_UnSetInvulnerable"); }
void A_FiredChase (mobj_t* mo)             { strcpy( funcname, "A_FiredChase"); }
void A_FiredAttack (mobj_t* mo)            { strcpy( funcname, "A_FiredAttack"); Spawn(MT_FIREDEMON_FX6); }
void A_FiredSplotch (mobj_t* mo)           { strcpy( funcname, "A_FiredSplotch"); Spawn(MT_FIREDEMON_SPLOTCH1); Spawn(MT_FIREDEMON_SPLOTCH2); }
void A_SmBounce (mobj_t* mo)               { strcpy( funcname, "A_SmBounce"); }
void A_IceGuyLook (mobj_t* mo)             { strcpy( funcname, "A_IceGuyLook"); Spawn(MT_ICEGUY_WISP1); Spawn(MT_ICEGUY_WISP2); }
void A_IceGuyChase (mobj_t* mo)            { strcpy( funcname, "A_IceGuyChase"); Spawn(MT_ICEGUY_WISP1); Spawn(MT_ICEGUY_WISP2); }
void A_IceGuyAttack (mobj_t* mo)           { strcpy( funcname, "A_IceGuyAttack"); Spawn(MT_ICEGUY_FX); }
void A_IceGuyDie (mobj_t* mo)              { strcpy( funcname, "A_IceGuyDie"); }
void A_IceGuyMissilePuff (mobj_t* mo)      { strcpy( funcname, "A_IceGuyMissilePuff"); Spawn(MT_ICEFX_PUFF); }
void A_IceGuyMissileExplode (mobj_t* mo)   { strcpy( funcname, "A_IceGuyMissileExplode"); Spawn(MT_ICEGUY_FX2); }
void A_ClassBossHealth (mobj_t* mo)        { strcpy( funcname, "A_ClassBossHealth"); }
void A_FastChase (mobj_t* mo)              { strcpy( funcname, "A_FastChase"); }
void A_FighterAttack (mobj_t* mo)          { strcpy( funcname, "A_FighterAttack"); Spawn(MT_FSWORD_MISSILE); }
void A_ClericAttack (mobj_t* mo)           { strcpy( funcname, "A_ClericAttack"); Spawn(MT_HOLY_MISSILE); }
void A_MageAttack (mobj_t* mo)             { strcpy( funcname, "A_MageAttack"); Spawn(MT_MSTAFF_FX2); }
void A_SorcSpinBalls (mobj_t* mo)          { strcpy( funcname, "A_SorcSpinBalls"); Spawn(MT_SORCBALL1); Spawn(MT_SORCBALL2); Spawn(MT_SORCBALL3); }
void A_SpeedBalls (mobj_t* mo)             { strcpy( funcname, "A_SpeedBalls"); }
void A_SpawnFizzle (mobj_t* mo)            { strcpy( funcname, "A_SpawnFizzle"); Spawn(MT_SORCSPARK1); }
void A_SorcBossAttack (mobj_t* mo)         { strcpy( funcname, "A_SorcBossAttack"); }
void A_SorcBallOrbit (mobj_t* mo)          { strcpy( funcname, "A_SorcBallOrbit"); Spawn(MT_SORCFX1); Spawn(MT_SORCFX2); Spawn(MT_SORCFX3); Spawn(MT_SORCFX4); }
void A_SorcBallPop (mobj_t* mo)            { strcpy( funcname, "A_SorcBallPop"); }
void A_BounceCheck (mobj_t* mo)            { strcpy( funcname, "A_BounceCheck"); }
void A_SorcFX1Seek (mobj_t* mo)            { strcpy( funcname, "A_SorcFX1Seek"); }
void A_SorcFX2Split (mobj_t* mo)           { strcpy( funcname, "A_SorcFX2Split"); Spawn(MT_SORCFX2); }
void A_SorcFX2Orbit (mobj_t* mo)           { strcpy( funcname, "A_SorcFX2Orbit"); Spawn(MT_SORCFX2_T1); }
void A_SorcererBishopEntry (mobj_t* mo)    { strcpy( funcname, "A_SorcererBishopEntry"); Spawn(MT_SORCFX3_EXPLOSION); }
void A_SpawnBishop (mobj_t* mo)            { strcpy( funcname, "A_SpawnBishop"); Spawn(MT_BISHOP); }
void A_SorcFX4Check (mobj_t* mo)           { strcpy( funcname, "A_SorcFX4Check"); }
void A_KoraxStep2 (mobj_t* mo)             { strcpy( funcname, "A_KoraxStep2"); }
void A_KoraxChase (mobj_t* mo)             { strcpy( funcname, "A_KoraxChase"); }
void A_KoraxStep (mobj_t* mo)              { strcpy( funcname, "A_KoraxStep"); }
void A_KoraxDecide (mobj_t* mo)            { strcpy( funcname, "A_KoraxDecide"); }
void A_KoraxMissile (mobj_t* mo)           { strcpy( funcname, "A_KoraxMissile"); Spawn(MT_WRAITHFX1); Spawn(MT_DEMONFX1); Spawn(MT_DEMON2FX1); Spawn(MT_FIREDEMON_FX6); Spawn(MT_CENTAUR_FX); Spawn(MT_SERPENTFX);}
void A_KoraxCommand (mobj_t* mo)           { strcpy( funcname, "A_KoraxCommand"); Spawn(MT_KORAX_BOLT); }
void A_KoraxBonePop (mobj_t* mo)           { strcpy( funcname, "A_KoraxBonePop"); Spawn(MT_KORAX_SPIRIT1); Spawn(MT_KORAX_SPIRIT2); Spawn(MT_KORAX_SPIRIT3); Spawn(MT_KORAX_SPIRIT4); Spawn(MT_KORAX_SPIRIT5); Spawn(MT_KORAX_SPIRIT6); Spawn(MT_HOLY_TAIL); }
void A_KSpiritRoam (mobj_t* mo)            { strcpy( funcname, "A_KSpiritRoam"); }
void A_KBoltRaise (mobj_t* mo)             { strcpy( funcname, "A_KBoltRaise"); Spawn(MT_KORAX_BOLT); }
void A_KBolt (mobj_t* mo)                  { strcpy( funcname, "A_KBolt"); }
void A_BatSpawnInit (mobj_t* mo)           { strcpy( funcname, "A_BatSpawnInit"); }
void A_BatSpawn (mobj_t* mo)               { strcpy( funcname, "A_BatSpawn"); Spawn(MT_BAT); }
void A_BatMove (mobj_t* mo)                { strcpy( funcname, "A_BatMove"); }

/* vim:set noexpandtab tabstop=2 softtabstop=2 shiftwidth=2: */
