From 64b9d9d81aafa6a4ca7924d2c96ec6a67c5311b2 Mon Sep 17 00:00:00 2001
From: k3tamina <k3tak3ta@gmail.com>
Date: Wed, 15 Jun 2022 20:15:50 +0200
Subject: [PATCH] Headers cleanup

---
 src/actions.cc | 29 ++++++++++++++++++++++++++---
 src/actions.h  | 26 --------------------------
 2 files changed, 26 insertions(+), 29 deletions(-)

diff --git a/src/actions.cc b/src/actions.cc
index 1cbd6b6..23f39de 100644
--- a/src/actions.cc
+++ b/src/actions.cc
@@ -20,6 +20,7 @@
 #include "perk.h"
 #include "proto.h"
 #include "proto_instance.h"
+#include "proto_types.h"
 #include "random.h"
 #include "scripts.h"
 #include "skill.h"
@@ -34,10 +35,10 @@
 #define MAX_KNOCKDOWN_DISTANCE 20
 
 // 0x5106D0
-int _action_in_explode = 0;
+static int _action_in_explode = 0;
 
 // 0x5106E0
-const int gNormalDeathAnimations[DAMAGE_TYPE_COUNT] = {
+static const int gNormalDeathAnimations[DAMAGE_TYPE_COUNT] = {
     ANIM_DANCING_AUTOFIRE,
     ANIM_SLICED_IN_HALF,
     ANIM_CHARRED_BODY,
@@ -48,7 +49,7 @@ const int gNormalDeathAnimations[DAMAGE_TYPE_COUNT] = {
 };
 
 // 0x5106FC
-const int gMaximumBloodDeathAnimations[DAMAGE_TYPE_COUNT] = {
+static const int gMaximumBloodDeathAnimations[DAMAGE_TYPE_COUNT] = {
     ANIM_CHUNKS_OF_FLESH,
     ANIM_SLICED_IN_HALF,
     ANIM_FIRE_DANCE,
@@ -58,6 +59,28 @@ const int gMaximumBloodDeathAnimations[DAMAGE_TYPE_COUNT] = {
     ANIM_EXPLODED_TO_NOTHING,
 };
 
+static int actionKnockdown(Object* obj, int* anim, int maxDistance, int rotation, int delay);
+static int _action_blood(Object* obj, int anim, int delay);
+static int _pick_death(Object* attacker, Object* defender, Object* weapon, int damage, int anim, bool isFallingBack);
+static int _check_death(Object* obj, int anim, int minViolenceLevel, bool isFallingBack);
+static int _internal_destroy(Object* a1, Object* a2);
+static void _show_damage_to_object(Object* a1, int damage, int flags, Object* weapon, bool isFallingBack, int knockbackDistance, int knockbackRotation, int a8, Object* a9, int a10);
+static int _show_death(Object* obj, int anim);
+static int _show_damage_extras(Attack* attack);
+static void _show_damage(Attack* attack, int a2, int a3);
+static int _action_melee(Attack* attack, int a2);
+static int _action_ranged(Attack* attack, int a2);
+static int _is_next_to(Object* a1, Object* a2);
+static int _action_climb_ladder(Object* a1, Object* a2);
+static int _pick_fall(Object* obj, int anim);
+static int _report_explosion(Attack* attack, Object* a2);
+static int _finished_explosion(Object* a1, Object* a2);
+static int _compute_explosion_damage(int min, int max, Object* a3, int* a4);
+static int _can_talk_to(Object* a1, Object* a2);
+static int _talk_to(Object* a1, Object* a2);
+static int _report_dmg(Attack* attack, Object* a2);
+static int _compute_dmg_damage(int min, int max, Object* obj, int* a4, int damage_type);
+
 // 0x410468
 int actionKnockdown(Object* obj, int* anim, int maxDistance, int rotation, int delay)
 {
diff --git a/src/actions.h b/src/actions.h
index f64e775..339e5eb 100644
--- a/src/actions.h
+++ b/src/actions.h
@@ -3,26 +3,8 @@
 
 #include "combat_defs.h"
 #include "obj_types.h"
-#include "proto_types.h"
 
-extern int _action_in_explode;
-extern const int gNormalDeathAnimations[DAMAGE_TYPE_COUNT];
-extern const int gMaximumBloodDeathAnimations[DAMAGE_TYPE_COUNT];
-
-int actionKnockdown(Object* obj, int* anim, int maxDistance, int rotation, int delay);
-int _action_blood(Object* obj, int anim, int delay);
-int _pick_death(Object* attacker, Object* defender, Object* weapon, int damage, int anim, bool isFallingBack);
-int _check_death(Object* obj, int anim, int minViolenceLevel, bool isFallingBack);
-int _internal_destroy(Object* a1, Object* a2);
-void _show_damage_to_object(Object* a1, int damage, int flags, Object* weapon, bool isFallingBack, int knockbackDistance, int knockbackRotation, int a8, Object* a9, int a10);
-int _show_death(Object* obj, int anim);
-int _show_damage_extras(Attack* attack);
-void _show_damage(Attack* attack, int a2, int a3);
 int _action_attack(Attack* attack);
-int _action_melee(Attack* attack, int a2);
-int _action_ranged(Attack* attack, int a2);
-int _is_next_to(Object* a1, Object* a2);
-int _action_climb_ladder(Object* a1, Object* a2);
 int _action_use_an_item_on_object(Object* a1, Object* a2, Object* a3);
 int _action_use_an_object(Object* a1, Object* a2);
 int actionPickUp(Object* critter, Object* item);
@@ -31,18 +13,10 @@ int _action_skill_use(int a1);
 int actionUseSkill(Object* a1, Object* a2, int skill);
 bool _is_hit_from_front(Object* a1, Object* a2);
 bool _can_see(Object* a1, Object* a2);
-int _pick_fall(Object* obj, int anim);
 bool _action_explode_running();
 int actionExplode(int tile, int elevation, int minDamage, int maxDamage, Object* a5, bool a6);
-int _report_explosion(Attack* attack, Object* a2);
-int _finished_explosion(Object* a1, Object* a2);
-int _compute_explosion_damage(int min, int max, Object* a3, int* a4);
 int actionTalk(Object* a1, Object* a2);
-int _can_talk_to(Object* a1, Object* a2);
-int _talk_to(Object* a1, Object* a2);
 void _action_dmg(int tile, int elevation, int minDamage, int maxDamage, int damageType, bool animated, bool bypassArmor);
-int _report_dmg(Attack* attack, Object* a2);
-int _compute_dmg_damage(int min, int max, Object* obj, int* a4, int damage_type);
 bool actionCheckPush(Object* a1, Object* a2);
 int actionPush(Object* a1, Object* a2);
 int _action_can_talk_to(Object* a1, Object* a2);