/*
	DooM 64 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 "doomdef.h"

void A_BFGFlash (mobj_t* mo)       { strcpy( funcname, "A_BFGFlash"); }
void A_BFGSpray (mobj_t* mo)       { strcpy( funcname, "A_BFGSpray"); Spawn(MT_BFGSPREAD); }
void A_BFGsound (mobj_t* mo)       { strcpy( funcname, "A_BFGsound"); }
void A_BabyMetal (mobj_t* mo)      { strcpy( funcname, "A_BabyMetal"); }
void A_BarrelExplode (mobj_t* mo)  { strcpy( funcname, "A_BarrelExplode"); Spawn(MT_EXPLOSION1); }
void A_BruisAttack (mobj_t* mo)    { strcpy( funcname, "A_BruisAttack"); Spawn(MT_PROJ_BRUISER2); Spawn(MT_PROJ_BRUISER1); }
void A_BspiAttack (mobj_t* mo)     { strcpy( funcname, "A_BspiAttack"); Spawn(MT_PROJ_BABY); }
void A_BspiFaceTarget (mobj_t* mo) { strcpy( funcname, "A_BspiFaceTarget"); }
void A_ChainSawReady (mobj_t* mo)  { strcpy( funcname, "A_ChainSawReady"); }
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_PROJ_ROCKET); }
void A_CyberDeathEvent (mobj_t* mo){ strcpy( funcname, "A_CyberDeathEvent"); }
void A_Explode (mobj_t* mo)        { strcpy( funcname, "A_Explode"); }
void A_FaceTarget (mobj_t* mo)     { strcpy( funcname, "A_FaceTarget"); }
void A_FadeAlpha (mobj_t* mo)      { strcpy( funcname, "A_FadeAlpha"); }
void A_FadeIn (mobj_t* mo)         { strcpy( funcname, "A_FadeIn"); }
void A_FadeOut (mobj_t* mo)        { strcpy( funcname, "A_FadeOut"); }
void A_Fall (mobj_t* mo)           { strcpy( funcname, "A_Fall"); }
void A_FatAttack1 (mobj_t* mo)     { strcpy( funcname, "A_FatAttack1"); Spawn(MT_PROJ_FATSO); }
void A_FatAttack2 (mobj_t* mo)     { strcpy( funcname, "A_FatAttack2"); Spawn(MT_PROJ_FATSO); }
void A_FatAttack3 (mobj_t* mo)     { strcpy( funcname, "A_FatAttack3"); Spawn(MT_PROJ_FATSO); }
void A_FatRaise (mobj_t* mo)       { strcpy( funcname, "A_FatRaise"); }
void A_FireBFG (mobj_t* mo)        { strcpy( funcname, "A_FireBFG"); Spawn(MT_PROJ_BFG); }
void A_FireCGun (mobj_t* mo)       { strcpy( funcname, "A_FireCGun"); }
void A_FireLaser (mobj_t* mo)      { strcpy( funcname, "A_FireLaser"); Spawn(MT_PROJ_LASER); Spawn(MT_LASERMARKER); }
void A_FireMissile (mobj_t* mo)    { strcpy( funcname, "A_FireMissile"); Spawn(MT_PROJ_ROCKET); }
void A_FirePistol (mobj_t* mo)     { strcpy( funcname, "A_FirePistol"); }
void A_FirePlasma (mobj_t* mo)     { strcpy( funcname, "A_FirePlasma"); Spawn(MT_PROJ_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_PROJ_HEAD); }
void A_Hoof (mobj_t* mo)           { strcpy( funcname, "A_Hoof"); }
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_MissileSetAlpha (mobj_t* mo){ strcpy( funcname, "A_MissileSetAlpha"); }
void A_MoveGroundFire (mobj_t* mo) { strcpy( funcname, "A_MoveGroundFire"); Spawn(MT_PROP_FIRE); }
void A_OnDeathTrigger (mobj_t* mo) { strcpy( funcname, "A_OnDeathTrigger"); }
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_PainDeathEvent (mobj_t* mo) { strcpy( funcname, "A_PainDeathEvent"); }
void A_PainDie (mobj_t* mo)        { strcpy( funcname, "A_PainDie"); Spawn(MT_SKULL); }
void A_PlasmaAnimate (mobj_t* mo)  { strcpy( funcname, "A_PlasmaAnimate"); }
void A_PlayAttack (mobj_t* mo)     { strcpy( funcname, "A_PlayAttack"); }
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_RectChase (mobj_t* mo)      { strcpy( funcname, "A_RectChase"); }
void A_RectDeathEvent (mobj_t* mo) { strcpy( funcname, "A_RectDeathEvent"); }
void A_RectGroundFire (mobj_t* mo) { strcpy( funcname, "A_RectGroundFire"); Spawn(MT_PROJ_RECTFIRE); }
void A_RectMissile (mobj_t* mo)    { strcpy( funcname, "A_RectMissile"); Spawn(MT_PROJ_RECT); }
void A_RectTracer (mobj_t* mo)     { strcpy( funcname, "A_RectTracer"); }
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_SkullAttack (mobj_t* mo)    { strcpy( funcname, "A_SkullAttack"); }
void A_SkullSetAlpha (mobj_t* mo)  { strcpy( funcname, "A_SkullSetAlpha"); }
void A_SpawnSmoke (mobj_t* mo)     { strcpy( funcname, "A_SpawnSmoke"); Spawn(MT_SMOKE_GRAY); }
void A_SpidRefire (mobj_t* mo)     { strcpy( funcname, "A_SpidRefire"); }
void A_TargetCamera (mobj_t* mo)   { strcpy( funcname, "A_TargetCamera"); }
void A_Tracer (mobj_t* mo)         { strcpy( funcname, "A_Tracer"); Spawn(MT_SMOKE_RED); }
void A_TroopAttack (mobj_t* mo)    { strcpy( funcname, "A_TroopAttack"); Spawn(MT_PROJ_IMP1); }
void A_TroopMelee (mobj_t* mo)     { strcpy( funcname, "A_TroopMelee"); }
void A_WeaponReady (mobj_t* mo)    { strcpy( funcname, "A_WeaponReady"); }
void A_XScream (mobj_t* mo)        { strcpy( funcname, "A_XScream"); }

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