static	int		CheckDamage( Work * ) ;

static	void	ResetParam( Work  * ) ;





static	void	ActStandStill( Work *, int ) ;



move.c

static	void	ActMove( Work *, int ) ;





static	void	ActDiscovery( Work *, int ) ;

static	void	ActDiscoveryNikita( Work *, int ) ;

static	void	ActCallTeam( Work *, int ) ;

static	void	ActDanbowlKeri( Work *, int ) ;



clearing.c

static	void	ActFingerCall( Work *, int ) ;

static	void	ActKeep180( Work *, int ) ;

static	void	ActAP_Stand( Work *, int ) ;

static	void	ActAP_Scout( Work *, int ) ;

static	void	ActAP_CautionStand( Work *, int ) ;

static	void	ActAP_Nod( Work *, int ) ;

static	void	ActAP_GreatPunch( Work *, int ) ;

static	void	ActAP_DoorOpen( Work *, int ) ;

static	void	ActAP_GoBackSign( Work *, int ) ;



attack.c

static	void	ActReadyGun( Work *, int ) ;

static	void	ActShoot( Work *, int ) ;

static	void	ActShoot3burst( Work *, int ) ;

static	void	ActGrenade( Work *, int ) ;

static	void	ActPunch( Work *, int ) ;

static	void	ActButukaru( Work *, int ) ;



damage.c

static	void	ActOgetup( Work *, int ) ;

static	void	ActThrowDown( Work *, int ) ;

static	void	ActHanging( Work *, int ) ;

static	void	ActFlash( Work *, int ) ;

static	void	ActFaint( Work *, int ) ;

static	void	ActKubiori( Work *, int ) ;

static	void	ActWakeup( Work *, int ) ;

static	void	ActShrink( Work *, int ) ;



down.c

static	void	ActDown( Work *, int ) ;

static	void	ActDroppe( Work *, int ) ;

static	void	ActDeath( Work *, int ) ;

static	void	ActReset( Work *, int ) ;



static	void	ShowMotion( Work *, int ) ;

static	void	Action( Work * ) ;



/* override.c */

static	void	ActOverLegBreak( Work *, int ) ;

static	void	ActOverRHandBreak( Work *, int ) ;

static	void	ActOverLHandBreak( Work *, int ) ;

static	void	ActOverLRHandBreak( Work *, int ) ;

static	void	ActOverScoutR( Work *, int ) ;

static	void	ActOverScoutL( Work *, int ) ;

static	void	ActOverScoutD( Work *, int ) ;

static	void	ActOverScoutU( Work *, int ) ;

static	void	ActOverKushami( Work *, int ) ;

static	void	ActOverAkubi( Work *, int ) ;

static	void	ActOverKatakori( Work *, int ) ;

static	void	ActOverSenobi( Work *, int ) ;

static	void	ActOverInemuri( Work *, int ) ;

static	void	ActOverHounyou( Work *, int ) ;

static	void	ActOverPipi( Work *, int ) ;



/* put.c */

static	void	PutBlood( Work *, int, int ) ;

static	void	PutDust( Work * ) ;

static	void	PutItem( Work * ) ;

void	ENE_PutMark( Work *, int ) ;

static	void	PutFootNoise( Work * ) ;

static	void	PutBreath( Work * ) ;

static	void	PutSightLine( Work  *) ;

static	void	GunShoot( Work * ) ;



int		ENE_SetPutChar( Work *, int ) ;

static	int		UnsetPutChar( Work *, void	(*putchar)( Work * )) ;





wrok->target

work->act_status

work->vision.length

work->vision.facedir

CheckDamage( work )

CheckPad( work )

work->pad.dir

work->physic.actnum

work->control

work->body



sound

	time

	se no.







typedef	struct	{

	CONTROL	*ctrl ;

	TARGET	*targ ;

	OBJECT	*body ;

	short	dir ;			/* ̂̌ */

	short	motion_num ;	/* [VԍibodyɃZbg) */

	short	c_motion_num ;	/* gp̃[Vԍ */

	short	pad0 ;

	int		status ;		/* ANVXe[^X */	

	int		time ;			/* oߎ */

	

	void	*CheckDamae( void * ) ;	/* _[W`FbN֐ */

	void	*CheckPad( void * ) ;	/* pbh`FbN֐ */

	

	short	*se_time ;				/* rd^Cobt@ */

	int		*se_num ;				/* rdԍobt@ */

	short	se_next ;				/* ̂rdobt@ԍ */

	short	pad1 ;



} ACTION ;

