diff --git a/src/p_local.h b/src/p_local.h index a396e3101..c594cd390 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -173,17 +173,15 @@ boolean P_PlayerInPain(player_t *player); void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor); void P_ResetPlayer(player_t *player); boolean P_PlayerCanDamage(player_t *player, mobj_t *thing); + boolean P_IsLocalPlayer(player_t *player); -<<<<<<< HEAD boolean P_IsDisplayPlayer(player_t *player); -boolean P_SpectatorJoinGame(player_t *player); -======= + void P_SetPlayerAngle(player_t *player, angle_t angle); angle_t P_GetLocalAngle(player_t *player); void P_SetLocalAngle(player_t *player, angle_t angle); void P_ForceLocalAngle(player_t *player, angle_t angle); boolean P_PlayerFullbright(player_t *player); ->>>>>>> srb2/next boolean P_IsObjectInGoop(mobj_t *mo); boolean P_IsObjectOnGround(mobj_t *mo); @@ -221,18 +219,12 @@ void P_BlackOw(player_t *player); void P_ElementalFire(player_t *player, boolean cropcircle); void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound); -<<<<<<< HEAD -//void P_DoPityCheck(player_t *player); -======= void P_MovePlayer(player_t *player); -void P_DoPityCheck(player_t *player); ->>>>>>> srb2/next void P_PlayerThink(player_t *player); void P_PlayerAfterThink(player_t *player); void P_DoPlayerFinish(player_t *player); void P_DoPlayerExit(player_t *player); void P_DoTimeOver(player_t *player); -//void P_NightserizePlayer(player_t *player, INT32 ptime); void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move); fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move); @@ -243,25 +235,11 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction, mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet); void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius); -<<<<<<< HEAD -void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user -//boolean P_SuperReady(player_t *player); -/*boolean P_TransferToNextMare(player_t *player); -UINT8 P_FindLowestMare(void);*/ + UINT8 P_FindLowestLap(void); UINT8 P_FindHighestLap(void); -======= -void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius); -boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user -boolean P_SuperReady(player_t *player); ->>>>>>> srb2/next -void P_DoJump(player_t *player, boolean soundandstate); -#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG) -boolean P_TransferToNextMare(player_t *player); -void P_FindEmerald(void); -//void P_TransferToAxis(player_t *player, INT32 axisnum); + boolean P_PlayerMoving(INT32 pnum); -void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range); void P_PlayLivesJingle(player_t *player); void P_PlayRinglossSound(mobj_t *source);