#ifndef ACTIONS_H #define ACTIONS_H #include "combat_defs.h" #include "obj_types.h" int _action_attack(Attack* attack); 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); int _action_loot_container(Object* critter, Object* container); 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); bool _action_explode_running(); int actionExplode(int tile, int elevation, int minDamage, int maxDamage, Object* a5, bool a6); int actionTalk(Object* a1, Object* a2); void _action_dmg(int tile, int elevation, int minDamage, int maxDamage, int damageType, bool animated, bool bypassArmor); bool actionCheckPush(Object* a1, Object* a2); int actionPush(Object* a1, Object* a2); int _action_can_talk_to(Object* a1, Object* a2); #endif /* ACTIONS_H */