diff --git a/src/p_local.h b/src/p_local.h index d3dcb22a9..59d74a415 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -26,11 +26,8 @@ #define FLOATSPEED (FRACUNIT*4) -<<<<<<< HEAD //#define VIEWHEIGHTS "41" -======= ->>>>>>> srb2/next // Maximum player score. #define MAXSCORE 99999990 // 999999990 @@ -158,10 +155,8 @@ extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate; extern fixed_t t_cam3_dist, t_cam3_height, t_cam3_rotate; extern fixed_t t_cam4_dist, t_cam4_height, t_cam4_rotate; -<<<<<<< HEAD fixed_t P_GetPlayerHeight(player_t *player); fixed_t P_GetPlayerSpinHeight(player_t *player); -======= INT32 P_GetPlayerControlDirection(player_t *player); >>>>>>> srb2/next void P_AddPlayerScore(player_t *player, UINT32 amount); @@ -171,11 +166,9 @@ boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam); void P_SlideCameraMove(camera_t *thiscam); void P_DemoCameraMovement(camera_t *cam); boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled); -<<<<<<< HEAD void P_InitCameraCmd(void); -======= + pflags_t P_GetJumpFlags(player_t *player); ->>>>>>> srb2/next boolean P_PlayerInPain(player_t *player); void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor); void P_ResetPlayer(player_t *player); @@ -236,21 +229,15 @@ 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); -======= -boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user -boolean P_SuperReady(player_t *player); void P_DoJump(player_t *player, boolean soundandstate); #define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG) boolean P_TransferToNextMare(player_t *player); -UINT8 P_FindLowestMare(void); ->>>>>>> srb2/next void P_FindEmerald(void); //void P_TransferToAxis(player_t *player, INT32 axisnum); boolean P_PlayerMoving(INT32 pnum); @@ -319,11 +306,7 @@ void P_PlayJingleMusic(player_t *player, const char *musname, UINT16 musflags, b extern mapthing_t *itemrespawnque[ITEMQUESIZE]; extern tic_t itemrespawntime[ITEMQUESIZE]; extern size_t iquehead, iquetail; -<<<<<<< HEAD -extern consvar_t cv_gravity/*, cv_viewheight*/; -======= extern consvar_t cv_gravity, cv_movebob; ->>>>>>> srb2/next void P_RespawnBattleBoxes(void); void P_RespawnSpecials(void); @@ -390,13 +373,10 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab); mobj_t *P_GetClosestAxis(mobj_t *source); -<<<<<<< HEAD -======= boolean P_CanRunOnWater(player_t *player, ffloor_t *rover); void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot); ->>>>>>> srb2/next void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration); #define PAL_WHITE 1 #define PAL_MIXUP 2 @@ -547,13 +527,6 @@ void P_SpecialStageDamage(player_t *player, mobj_t *inflictor, mobj_t *source); boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c -<<<<<<< HEAD -======= -void P_PlayerWeaponPanelBurst(player_t *player); -void P_PlayerWeaponAmmoBurst(player_t *player); -void P_PlayerWeaponPanelOrAmmoBurst(player_t *player); -void P_PlayerEmeraldBurst(player_t *player, boolean toss); ->>>>>>> srb2/next void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck); void P_TouchStarPost(mobj_t *starpost, player_t *player, boolean snaptopost); diff --git a/src/p_pspr.h b/src/p_pspr.h index 40a016eeb..c8db9a1a3 100644 --- a/src/p_pspr.h +++ b/src/p_pspr.h @@ -35,11 +35,6 @@ #pragma interface #endif -<<<<<<< HEAD -/// \brief Frame flags: only the frame number (frames from 0 to 63, but a bit of headroom for 2.2 compat) -#define FF_FRAMEMASK 0xff - -======= /// \brief Frame flags: only the frame number - 0 to 256 (Frames from 0 to 63, Sprite2 number uses 0 to 127 plus FF_SPR2SUPER) #define FF_FRAMEMASK 0xff @@ -50,7 +45,6 @@ /// \brief Frame flags - SPR2: 50% of starting in middle of Sprite2 animation #define FF_SPR2MIDSTART 0x2000 ->>>>>>> srb2/next /// \brief Frame flags: 0 = no trans(opaque), 1-15 = transl. table #define FF_TRANSMASK 0xf0000 /// \brief shift for FF_TRANSMASK @@ -66,7 +60,6 @@ #define FF_TRANS80 (tr_trans80<>>>>>> srb2/next /** \brief translucency tables