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P_MobjFlip, P_MobjWasRemoved: let mobj be const
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2 changed files with 4 additions and 4 deletions
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@ -263,7 +263,7 @@ void P_RecalcPrecipInSector(sector_t *sector);
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void P_PrecipitationEffects(void);
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void P_RemoveMobj(mobj_t *th);
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boolean P_MobjWasRemoved(mobj_t *th);
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boolean P_MobjWasRemoved(const mobj_t *th);
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void P_RemoveSavegameMobj(mobj_t *th);
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boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
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boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
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@ -313,7 +313,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype
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#define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f)
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#define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0)
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void P_ColorTeamMissile(mobj_t *missile, player_t *source);
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SINT8 P_MobjFlip(mobj_t *mobj);
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SINT8 P_MobjFlip(const mobj_t *mobj);
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fixed_t P_GetMobjGravity(mobj_t *mo);
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void P_CalcChasePostImg(player_t *player, camera_t *thiscam);
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@ -567,7 +567,7 @@ static boolean P_SetPrecipMobjState(precipmobj_t *mobj, statenum_t state)
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//
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// Special utility to return +1 or -1 depending on mobj's gravity
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//
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SINT8 P_MobjFlip(mobj_t *mobj)
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SINT8 P_MobjFlip(const mobj_t *mobj)
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{
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if (mobj && mobj->eflags & MFE_VERTICALFLIP)
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return -1;
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@ -11379,7 +11379,7 @@ void P_RemoveMobj(mobj_t *mobj)
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// This does not need to be added to Lua.
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// To test it in Lua, check mobj.valid
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boolean P_MobjWasRemoved(mobj_t *mobj)
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boolean P_MobjWasRemoved(const mobj_t *mobj)
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{
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if (mobj && mobj->thinker.function.acp1 == (actionf_p1)P_MobjThinker)
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return false;
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