/*
	DooM 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 "p_mobj.h"

void A_BFGSpray (mobj_t* mo)       { strcpy( funcname, "A_BFGSpray"); Spawn(MT_EXTRABFG); }
void A_BFGsound (mobj_t* mo)       { strcpy( funcname, "A_BFGsound"); }
void A_BabyMetal (mobj_t* mo)      { strcpy( funcname, "A_BabyMetal"); }
void A_BossDeath (mobj_t* mo)      { strcpy( funcname, "A_BossDeath"); }
void A_BrainAwake (mobj_t* mo)     { strcpy( funcname, "A_BrainAwake"); }
void A_BrainDie (mobj_t* mo)       { strcpy( funcname, "A_BrainDie"); }
void A_BrainExplode (mobj_t* mo)   { strcpy( funcname, "A_BrainExplode"); Spawn(MT_ROCKET); }
void A_BrainPain (mobj_t* mo)      { strcpy( funcname, "A_BrainPain"); }
void A_BrainScream (mobj_t* mo)    { strcpy( funcname, "A_BrainScream"); Spawn(MT_ROCKET); }
void A_BrainSpit (mobj_t* mo)      { strcpy( funcname, "A_BrainSpit"); Spawn(MT_SPAWNSHOT); }
void A_BruisAttack (mobj_t* mo)    { strcpy( funcname, "A_BruisAttack"); Spawn(MT_BRUISERSHOT); }
void A_BspiAttack (mobj_t* mo)     { strcpy( funcname, "A_BspiAttack"); Spawn(MT_ARACHPLAZ); }
void A_CPosAttack (mobj_t* mo)     { strcpy( funcname, "A_CPosAttack"); }
void A_CPosRefire (mobj_t* mo)     { strcpy( funcname, "A_CPosRefire"); }
void A_Chase (mobj_t* mo)          { strcpy( funcname, "A_Chase"); }
void A_CheckReload (mobj_t* mo)    { strcpy( funcname, "A_CheckReload"); }
void A_CloseShotgun2 (mobj_t* mo)  { strcpy( funcname, "A_CloseShotgun2"); }
void A_CyberAttack (mobj_t* mo)    { strcpy( funcname, "A_CyberAttack"); Spawn(MT_ROCKET); }
void A_Explode (mobj_t* mo)        { strcpy( funcname, "A_Explode"); }
void A_FaceTarget (mobj_t* mo)     { strcpy( funcname, "A_FaceTarget"); }
void A_Fall (mobj_t* mo)           { strcpy( funcname, "A_Fall"); }
void A_FatAttack1 (mobj_t* mo)     { strcpy( funcname, "A_FatAttack1"); Spawn(MT_FATSHOT); }
void A_FatAttack2 (mobj_t* mo)     { strcpy( funcname, "A_FatAttack2"); Spawn(MT_FATSHOT); }
void A_FatAttack3 (mobj_t* mo)     { strcpy( funcname, "A_FatAttack3"); Spawn(MT_FATSHOT); }
void A_FatRaise (mobj_t* mo)       { strcpy( funcname, "A_FatRaise"); }
void A_Fire (mobj_t* mo)           { strcpy( funcname, "A_Fire"); }
void A_FireBFG (mobj_t* mo)        { strcpy( funcname, "A_FireBFG"); Spawn(MT_BFG); }
void A_FireCGun (mobj_t* mo)       { strcpy( funcname, "A_FireCGun"); }
void A_FireCrackle (mobj_t* mo)    { strcpy( funcname, "A_FireCrackle"); }
void A_FireMissile (mobj_t* mo)    { strcpy( funcname, "A_FireMissile"); Spawn(MT_ROCKET); }
void A_FirePistol (mobj_t* mo)     { strcpy( funcname, "A_FirePistol"); }
void A_FirePlasma (mobj_t* mo)     { strcpy( funcname, "A_FirePlasma"); Spawn(MT_PLASMA); }
void A_FireShotgun (mobj_t* mo)    { strcpy( funcname, "A_FireShotgun"); }
void A_FireShotgun2 (mobj_t* mo)   { strcpy( funcname, "A_FireShotgun2"); }
void A_GunFlash (mobj_t* mo)       { strcpy( funcname, "A_GunFlash"); }
void A_HeadAttack (mobj_t* mo)     { strcpy( funcname, "A_HeadAttack"); Spawn(MT_HEADSHOT); }
void A_Hoof (mobj_t* mo)           { strcpy( funcname, "A_Hoof"); }
void A_KeenDie (mobj_t* mo)        { strcpy( funcname, "A_KeenDie"); }
void A_Light0 (mobj_t* mo)         { strcpy( funcname, "A_Light0"); }
void A_Light1 (mobj_t* mo)         { strcpy( funcname, "A_Light1"); }
void A_Light2 (mobj_t* mo)         { strcpy( funcname, "A_Light2"); }
void A_LoadShotgun2 (mobj_t* mo)   { strcpy( funcname, "A_LoadShotgun2"); }
void A_Look (mobj_t* mo)           { strcpy( funcname, "A_Look"); }
void A_Lower (mobj_t* mo)          { strcpy( funcname, "A_Lower"); }
void A_Metal (mobj_t* mo)          { strcpy( funcname, "A_Metal"); }
void A_OpenShotgun2 (mobj_t* mo)   { strcpy( funcname, "A_OpenShotgun2"); }
void A_Pain (mobj_t* mo)           { strcpy( funcname, "A_Pain"); }
void A_PainAttack (mobj_t* mo)     { strcpy( funcname, "A_PainAttack"); Spawn(MT_SKULL); }
void A_PainDie (mobj_t* mo)        { strcpy( funcname, "A_PainDie"); Spawn(MT_SKULL); }
void A_PlayerScream (mobj_t* mo)   { strcpy( funcname, "A_PlayerScream"); }
void A_PosAttack (mobj_t* mo)      { strcpy( funcname, "A_PosAttack"); }
void A_Punch (mobj_t* mo)          { strcpy( funcname, "A_Punch"); }
void A_Raise (mobj_t* mo)          { strcpy( funcname, "A_Raise"); }
void A_ReFire (mobj_t* mo)         { strcpy( funcname, "A_ReFire"); }
void A_SPosAttack (mobj_t* mo)     { strcpy( funcname, "A_SPosAttack"); }
void A_SargAttack (mobj_t* mo)     { strcpy( funcname, "A_SargAttack"); }
void A_Saw (mobj_t* mo)            { strcpy( funcname, "A_Saw"); }
void A_Scream (mobj_t* mo)         { strcpy( funcname, "A_Scream"); }
void A_SkelFist (mobj_t* mo)       { strcpy( funcname, "A_SkelFist"); }
void A_SkelMissile (mobj_t* mo)    { strcpy( funcname, "A_SkelMissile"); Spawn(MT_TRACER); }
void A_SkelWhoosh (mobj_t* mo)     { strcpy( funcname, "A_SkelWhoosh"); }
void A_SkullAttack (mobj_t* mo)    { strcpy( funcname, "A_SkullAttack"); }
void A_SpawnFly (mobj_t* mo)       { strcpy( funcname, "A_SpawnFly"); Spawn(MT_SPAWNFIRE); }
void A_SpawnSound (mobj_t* mo)     { strcpy( funcname, "A_SpawnSound"); }
void A_SpidRefire (mobj_t* mo)     { strcpy( funcname, "A_SpidRefire"); }
void A_StartFire (mobj_t* mo)      { strcpy( funcname, "A_StartFire"); }
void A_Tracer (mobj_t* mo)         { strcpy( funcname, "A_Tracer"); Spawn(MT_SMOKE); }
void A_TroopAttack (mobj_t* mo)    { strcpy( funcname, "A_TroopAttack"); Spawn(MT_TROOPSHOT); }
void A_VileAttack (mobj_t* mo)     { strcpy( funcname, "A_VileAttack"); }
void A_VileChase (mobj_t* mo)      { strcpy( funcname, "A_VileChase"); }
void A_VileStart (mobj_t* mo)      { strcpy( funcname, "A_VileStart"); }
void A_VileTarget (mobj_t* mo)     { strcpy( funcname, "A_VileTarget"); Spawn(MT_FIRE); }
void A_WeaponReady (mobj_t* mo)    { strcpy( funcname, "A_WeaponReady"); }
void A_XScream (mobj_t* mo)        { strcpy( funcname, "A_XScream"); }

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