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Merge p_local.h
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1 changed files with 4 additions and 26 deletions
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@ -173,17 +173,15 @@ boolean P_PlayerInPain(player_t *player);
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void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
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void P_ResetPlayer(player_t *player);
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boolean P_PlayerCanDamage(player_t *player, mobj_t *thing);
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boolean P_IsLocalPlayer(player_t *player);
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<<<<<<< HEAD
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boolean P_IsDisplayPlayer(player_t *player);
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boolean P_SpectatorJoinGame(player_t *player);
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=======
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void P_SetPlayerAngle(player_t *player, angle_t angle);
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angle_t P_GetLocalAngle(player_t *player);
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void P_SetLocalAngle(player_t *player, angle_t angle);
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void P_ForceLocalAngle(player_t *player, angle_t angle);
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boolean P_PlayerFullbright(player_t *player);
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>>>>>>> srb2/next
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boolean P_IsObjectInGoop(mobj_t *mo);
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boolean P_IsObjectOnGround(mobj_t *mo);
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@ -221,18 +219,12 @@ void P_BlackOw(player_t *player);
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void P_ElementalFire(player_t *player, boolean cropcircle);
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void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound);
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<<<<<<< HEAD
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//void P_DoPityCheck(player_t *player);
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=======
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void P_MovePlayer(player_t *player);
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void P_DoPityCheck(player_t *player);
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>>>>>>> srb2/next
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void P_PlayerThink(player_t *player);
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void P_PlayerAfterThink(player_t *player);
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void P_DoPlayerFinish(player_t *player);
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void P_DoPlayerExit(player_t *player);
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void P_DoTimeOver(player_t *player);
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//void P_NightserizePlayer(player_t *player, INT32 ptime);
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void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move);
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fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move);
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@ -243,25 +235,11 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
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mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
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void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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<<<<<<< HEAD
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void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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//boolean P_SuperReady(player_t *player);
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/*boolean P_TransferToNextMare(player_t *player);
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UINT8 P_FindLowestMare(void);*/
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UINT8 P_FindLowestLap(void);
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UINT8 P_FindHighestLap(void);
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=======
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void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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boolean P_SuperReady(player_t *player);
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>>>>>>> srb2/next
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void P_DoJump(player_t *player, boolean soundandstate);
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#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
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boolean P_TransferToNextMare(player_t *player);
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void P_FindEmerald(void);
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//void P_TransferToAxis(player_t *player, INT32 axisnum);
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boolean P_PlayerMoving(INT32 pnum);
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void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range);
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void P_PlayLivesJingle(player_t *player);
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void P_PlayRinglossSound(mobj_t *source);
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