/*
	HereTic 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_FreeTargMobj (mobj_t* mo)          { strcpy( funcname, "A_FreeTargMobj"); }
void A_RestoreSpecialThing1 (mobj_t* mo)  { strcpy( funcname, "A_RestoreSpecialThing1"); }
void A_RestoreSpecialThing2 (mobj_t* mo)  { strcpy( funcname, "A_RestoreSpecialThing2"); }
void A_HideThing (mobj_t* mo)             { strcpy( funcname, "A_HideThing"); }
void A_UnHideThing (mobj_t* mo)           { strcpy( funcname, "A_UnHideThing"); }
void A_RestoreArtifact (mobj_t* mo)       { strcpy( funcname, "A_RestoreArtifact"); }
void A_Scream (mobj_t* mo)                { strcpy( funcname, "A_Scream"); }
void A_Explode (mobj_t* mo)               { strcpy( funcname, "A_Explode"); }
void A_PodPain (mobj_t* mo)               { strcpy( funcname, "A_PodPain"); Spawn(MT_PODGOO); }
void A_RemovePod (mobj_t* mo)             { strcpy( funcname, "A_RemovePod"); }
void A_MakePod (mobj_t* mo)               { strcpy( funcname, "A_MakePod"); Spawn(MT_POD); }
void A_InitKeyGizmo (mobj_t* mo)          { strcpy( funcname, "A_InitKeyGizmo"); Spawn(MT_KEYGIZMOFLOAT); }
void A_VolcanoSet (mobj_t* mo)            { strcpy( funcname, "A_VolcanoSet"); }
void A_VolcanoBlast (mobj_t* mo)          { strcpy( funcname, "A_VolcanoBlast"); Spawn(MT_VOLCANOBLAST); }
void A_BeastPuff (mobj_t* mo)             { strcpy( funcname, "A_BeastPuff"); }
void A_VolcBallImpact (mobj_t* mo)        { strcpy( funcname, "A_VolcBallImpact"); Spawn(MT_VOLCANOTBLAST); }
void A_SpawnTeleGlitter (mobj_t* mo)      { strcpy( funcname, "A_SpawnTeleGlitter"); Spawn(MT_TELEGLITTER); }
void A_SpawnTeleGlitter2 (mobj_t* mo)     { strcpy( funcname, "A_SpawnTeleGlitter2"); Spawn(MT_TELEGLITTER2); }
void A_AccTeleGlitter (mobj_t* mo)        { strcpy( funcname, "A_AccTeleGlitter"); }
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_StaffAttackPL1 (mobj_t* mo)        { strcpy( funcname, "A_StaffAttackPL1"); Spawn(MT_STAFFPUFF); }
void A_ReFire (mobj_t* mo)                { strcpy( funcname, "A_ReFire"); }
void A_StaffAttackPL2 (mobj_t* mo)        { strcpy( funcname, "A_StaffAttackPL2"); Spawn(MT_STAFFPUFF2); }
void A_BeakReady (mobj_t* mo)             { strcpy( funcname, "A_BeakReady"); }
void A_BeakRaise (mobj_t* mo)             { strcpy( funcname, "A_BeakRaise"); }
void A_BeakAttackPL1 (mobj_t* mo)         { strcpy( funcname, "A_BeakAttackPL1"); }
void A_BeakAttackPL2 (mobj_t* mo)         { strcpy( funcname, "A_BeakAttackPL2"); }
void A_GauntletAttack (mobj_t* mo)        { strcpy( funcname, "A_GauntletAttack"); Spawn(MT_GAUNTLETPUFF1); Spawn(MT_GAUNTLETPUFF2); }
void A_FireBlasterPL1 (mobj_t* mo)        { strcpy( funcname, "A_FireBlasterPL1"); Spawn(MT_BLASTERPUFF1); Spawn(MT_BLASTERPUFF2); }
void A_FireBlasterPL2 (mobj_t* mo)        { strcpy( funcname, "A_FireBlasterPL2"); Spawn(MT_BLASTERFX1); }
void A_SpawnRippers (mobj_t* mo)          { strcpy( funcname, "A_SpawnRippers"); Spawn(MT_RIPPER); }
void A_FireMacePL1 (mobj_t* mo)           { strcpy( funcname, "A_FireMacePL1"); Spawn(MT_MACEFX1); Spawn(MT_MACEFX2); Spawn(MT_MACEFX3); }
void A_FireMacePL2 (mobj_t* mo)           { strcpy( funcname, "A_FireMacePL2"); Spawn(MT_MACEFX4); }
void A_MacePL1Check (mobj_t* mo)          { strcpy( funcname, "A_MacePL1Check"); }
void A_MaceBallImpact (mobj_t* mo)        { strcpy( funcname, "A_MaceBallImpact"); }
void A_MaceBallImpact2 (mobj_t* mo)       { strcpy( funcname, "A_MaceBallImpact2"); }
void A_DeathBallImpact (mobj_t* mo)       { strcpy( funcname, "A_DeathBallImpact"); }
void A_FireSkullRodPL1 (mobj_t* mo)       { strcpy( funcname, "A_FireSkullRodPL1"); Spawn(MT_HORNRODFX1); }
void A_FireSkullRodPL2 (mobj_t* mo)       { strcpy( funcname, "A_FireSkullRodPL2"); Spawn(MT_HORNRODFX2); }
void A_SkullRodPL2Seek (mobj_t* mo)       { strcpy( funcname, "A_SkullRodPL2Seek"); }
void A_AddPlayerRain (mobj_t* mo)         { strcpy( funcname, "A_AddPlayerRain"); }
void A_HideInCeiling (mobj_t* mo)         { strcpy( funcname, "A_HideInCeiling"); }
void A_SkullRodStorm (mobj_t* mo)         { strcpy( funcname, "A_SkullRodStorm"); Spawn(MT_RAINPLR1); Spawn(MT_RAINPLR2); Spawn(MT_RAINPLR3); Spawn(MT_RAINPLR4); }
void A_RainImpact (mobj_t* mo)            { strcpy( funcname, "A_RainImpact"); }
void A_FireGoldWandPL1 (mobj_t* mo)       { strcpy( funcname, "A_FireGoldWandPL1"); Spawn(MT_GOLDWANDPUFF1); }
void A_FireGoldWandPL2 (mobj_t* mo)       { strcpy( funcname, "A_FireGoldWandPL2"); Spawn(MT_GOLDWANDFX2); Spawn(MT_GOLDWANDPUFF2); }
void A_FirePhoenixPL1 (mobj_t* mo)        { strcpy( funcname, "A_FirePhoenixPL1"); Spawn(MT_PHOENIXFX1); }
void A_InitPhoenixPL2 (mobj_t* mo)        { strcpy( funcname, "A_InitPhoenixPL2"); }
void A_FirePhoenixPL2 (mobj_t* mo)        { strcpy( funcname, "A_FirePhoenixPL2"); Spawn(MT_PHOENIXFX2); Spawn(MT_PHOENIXPUFF); }
void A_ShutdownPhoenixPL2 (mobj_t* mo)    { strcpy( funcname, "A_ShutdownPhoenixPL2"); }
void A_PhoenixPuff (mobj_t* mo)           { strcpy( funcname, "A_PhoenixPuff"); }
void A_FlameEnd (mobj_t* mo)              { strcpy( funcname, "A_FlameEnd"); }
void A_FloatPuff (mobj_t* mo)             { strcpy( funcname, "A_FloatPuff"); }
void A_FireCrossbowPL1 (mobj_t* mo)       { strcpy( funcname, "A_FireCrossbowPL1"); Spawn(MT_CRBOWFX1); Spawn(MT_CRBOWFX3); }
void A_FireCrossbowPL2 (mobj_t* mo)       { strcpy( funcname, "A_FireCrossbowPL2"); Spawn(MT_CRBOWFX2); Spawn(MT_CRBOWFX3); }
void A_BoltSpark (mobj_t* mo)             { strcpy( funcname, "A_BoltSpark"); Spawn(MT_CRBOWFX4); }
void A_Pain (mobj_t* mo)                  { strcpy( funcname, "A_Pain"); }
void A_NoBlocking (mobj_t* mo)            { strcpy( funcname, "A_NoBlocking"); }
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_FlameSnd (mobj_t* mo)              { strcpy( funcname, "A_FlameSnd"); }
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_Feathers (mobj_t* mo)              { strcpy( funcname, "A_Feathers"); Spawn(MT_FEATHER); }
void A_ChicLook (mobj_t* mo)              { strcpy( funcname, "A_ChicLook"); }
void A_ChicChase (mobj_t* mo)             { strcpy( funcname, "A_ChicChase"); }
void A_ChicPain (mobj_t* mo)              { strcpy( funcname, "A_ChicPain"); }
void A_FaceTarget (mobj_t* mo)            { strcpy( funcname, "A_FaceTarget"); }
void A_ChicAttack (mobj_t* mo)            { strcpy( funcname, "A_ChicAttack"); }
void A_Look (mobj_t* mo)                  { strcpy( funcname, "A_Look"); }
void A_Chase (mobj_t* mo)                 { strcpy( funcname, "A_Chase"); }
void A_MummyAttack (mobj_t* mo)           { strcpy( funcname, "A_MummyAttack"); }
void A_MummyAttack2 (mobj_t* mo)          { strcpy( funcname, "A_MummyAttack2"); Spawn(MT_MUMMYFX1); }
void A_MummySoul (mobj_t* mo)             { strcpy( funcname, "A_MummySoul"); Spawn(MT_MUMMYSOUL); }
void A_ContMobjSound (mobj_t* mo)         { strcpy( funcname, "A_ContMobjSound"); }
void A_MummyFX1Seek (mobj_t* mo)          { strcpy( funcname, "A_MummyFX1Seek"); }
void A_BeastAttack (mobj_t* mo)           { strcpy( funcname, "A_BeastAttack"); Spawn(MT_BEASTBALL); }
void A_SnakeAttack (mobj_t* mo)           { strcpy( funcname, "A_SnakeAttack"); Spawn(MT_SNAKEPRO_A); }
void A_SnakeAttack2 (mobj_t* mo)          { strcpy( funcname, "A_SnakeAttack2"); Spawn(MT_SNAKEPRO_B); }
void A_HeadAttack (mobj_t* mo)            { strcpy( funcname, "A_HeadAttack"); Spawn(MT_HEADFX1); Spawn(MT_HEADFX3); Spawn(MT_WHIRLWIND); }
void A_BossDeath (mobj_t* mo)             { strcpy( funcname, "A_BossDeath"); }
void A_HeadIceImpact (mobj_t* mo)         { strcpy( funcname, "A_HeadIceImpact"); Spawn(MT_HEADFX2); }
void A_HeadFireGrow (mobj_t* mo)          { strcpy( funcname, "A_HeadFireGrow"); }
void A_WhirlwindSeek (mobj_t* mo)         { strcpy( funcname, "A_WhirlwindSeek"); }
void A_ClinkAttack (mobj_t* mo)           { strcpy( funcname, "A_ClinkAttack"); }
void A_WizAtk1 (mobj_t* mo)               { strcpy( funcname, "A_WizAtk1"); }
void A_WizAtk2 (mobj_t* mo)               { strcpy( funcname, "A_WizAtk2"); }
void A_WizAtk3 (mobj_t* mo)               { strcpy( funcname, "A_WizAtk3"); Spawn(MT_WIZFX1); }
void A_GhostOff (mobj_t* mo)              { strcpy( funcname, "A_GhostOff"); }
void A_ImpMeAttack (mobj_t* mo)           { strcpy( funcname, "A_ImpMeAttack"); }
void A_ImpMsAttack (mobj_t* mo)           { strcpy( funcname, "A_ImpMsAttack"); }
void A_ImpMsAttack2 (mobj_t* mo)          { strcpy( funcname, "A_ImpMsAttack2"); Spawn(MT_IMPBALL); }
void A_ImpDeath (mobj_t* mo)              { strcpy( funcname, "A_ImpDeath"); }
void A_ImpXDeath1 (mobj_t* mo)            { strcpy( funcname, "A_ImpXDeath1"); }
void A_ImpXDeath2 (mobj_t* mo)            { strcpy( funcname, "A_ImpXDeath2"); }
void A_ImpExplode (mobj_t* mo)            { strcpy( funcname, "A_ImpExplode"); Spawn(MT_IMPCHUNK1); Spawn(MT_IMPCHUNK2); }
void A_KnightAttack (mobj_t* mo)          { strcpy( funcname, "A_KnightAttack"); Spawn(MT_KNIGHTAXE); Spawn(MT_REDAXE); }
void A_DripBlood (mobj_t* mo)             { strcpy( funcname, "A_DripBlood"); }
void A_Sor1Chase (mobj_t* mo)             { strcpy( funcname, "A_Sor1Chase"); }
void A_Sor1Pain (mobj_t* mo)              { strcpy( funcname, "A_Sor1Pain"); }
void A_Srcr1Attack (mobj_t* mo)           { strcpy( funcname, "A_Srcr1Attack"); Spawn(MT_SRCRFX1);}
void A_SorZap (mobj_t* mo)                { strcpy( funcname, "A_SorZap"); }
void A_SorcererRise (mobj_t* mo)          { strcpy( funcname, "A_SorcererRise"); Spawn(MT_SORCERER2); }
void A_SorRise (mobj_t* mo)               { strcpy( funcname, "A_SorRise"); }
void A_SorSightSnd (mobj_t* mo)           { strcpy( funcname, "A_SorSightSnd"); }
void A_Srcr2Decide (mobj_t* mo)           { strcpy( funcname, "A_Srcr2Decide"); }
void A_Srcr2Attack (mobj_t* mo)           { strcpy( funcname, "A_Srcr2Attack"); Spawn(MT_SOR2FX1); Spawn(MT_SOR2FX2); }
void A_Sor2DthInit (mobj_t* mo)           { strcpy( funcname, "A_Sor2DthInit"); }
void A_SorDSph (mobj_t* mo)               { strcpy( funcname, "A_SorDSph"); }
void A_Sor2DthLoop (mobj_t* mo)           { strcpy( funcname, "A_Sor2DthLoop"); }
void A_SorDExp (mobj_t* mo)               { strcpy( funcname, "A_SorDExp"); }
void A_SorDBon (mobj_t* mo)               { strcpy( funcname, "A_SorDBon"); }
void A_BlueSpark (mobj_t* mo)             { strcpy( funcname, "A_BlueSpark"); Spawn(MT_SOR2FXSPARK); }
void A_GenWizard (mobj_t* mo)             { strcpy( funcname, "A_GenWizard"); Spawn(MT_WIZARD); }
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_PHOENIXPUFF); }
void A_MntrFloorFire (mobj_t* mo)         { strcpy( funcname, "A_MntrFloorFire"); Spawn(MT_MNTRFX3); }
void A_ESound (mobj_t* mo)                { strcpy( funcname, "A_ESound"); }

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