Merge p_local.h

This commit is contained in:
Sally Coolatta 2020-08-10 15:15:44 -04:00
parent ca1d0bc2ff
commit cee33ab918

View file

@ -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);