263 lines
7.4 KiB
C++
263 lines
7.4 KiB
C++
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// P_local.h
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#ifndef __P_LOCAL__
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#define __P_LOCAL__
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#ifndef __R_LOCAL__
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#include "R_local.h"
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#endif
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#define STARTREDPALS 1
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#define STARTBONUSPALS 9
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#define NUMREDPALS 8
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#define NUMBONUSPALS 4
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#define FOOTCLIPSIZE 10*FRACUNIT
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#define TOCENTER -8
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#define FLOATSPEED (FRACUNIT*4)
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#define MAXHEALTH 100
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#define MAXCHICKENHEALTH 30
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#define VIEWHEIGHT (41*FRACUNIT)
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// mapblocks are used to check movement against lines and things
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#define MAPBLOCKUNITS 128
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#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
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#define MAPBLOCKSHIFT (FRACBITS+7)
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#define MAPBMASK (MAPBLOCKSIZE-1)
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#define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS)
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// player radius for movement checking
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#define PLAYERRADIUS 16*FRACUNIT
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// MAXRADIUS is for precalculated sector block boxes
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// the spider demon is larger, but we don't have any moving sectors
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// nearby
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#define MAXRADIUS 32*FRACUNIT
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#define GRAVITY FRACUNIT
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#define MAXMOVE (30*FRACUNIT)
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#define USERANGE (64*FRACUNIT)
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#define MELEERANGE (64*FRACUNIT)
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#define MISSILERANGE (32*64*FRACUNIT)
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typedef enum
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{
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DI_EAST,
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DI_NORTHEAST,
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DI_NORTH,
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DI_NORTHWEST,
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DI_WEST,
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DI_SOUTHWEST,
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DI_SOUTH,
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DI_SOUTHEAST,
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DI_NODIR,
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NUMDIRS
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} dirtype_t;
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#define BASETHRESHOLD 100 // follow a player exlusively for 3 seconds
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// ***** P_TICK *****
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extern thinker_t thinkercap; // both the head and tail of the thinker list
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extern int TimerGame; // tic countdown for deathmatch
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void P_InitThinkers(void);
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void P_AddThinker(thinker_t *thinker);
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void P_RemoveThinker(thinker_t *thinker);
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// ***** P_PSPR *****
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#define USE_GWND_AMMO_1 1
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#define USE_GWND_AMMO_2 1
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#define USE_CBOW_AMMO_1 1
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#define USE_CBOW_AMMO_2 1
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#define USE_BLSR_AMMO_1 1
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#define USE_BLSR_AMMO_2 5
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#define USE_SKRD_AMMO_1 1
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#define USE_SKRD_AMMO_2 5
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#define USE_PHRD_AMMO_1 1
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#define USE_PHRD_AMMO_2 1
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#define USE_MACE_AMMO_1 1
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#define USE_MACE_AMMO_2 5
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void P_OpenWeapons(void);
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void P_CloseWeapons(void);
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void P_AddMaceSpot(mapthing_t *mthing);
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void P_RepositionMace(mobj_t *mo);
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void P_SetPsprite(player_t *player, int position, statenum_t stnum);
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void P_SetupPsprites(player_t *curplayer);
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void P_MovePsprites(player_t *curplayer);
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void P_DropWeapon(player_t *player);
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void P_ActivateBeak(player_t *player);
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void P_PostChickenWeapon(player_t *player, weapontype_t weapon);
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void P_UpdateBeak(player_t *player, pspdef_t *psp);
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// ***** P_USER *****
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void P_PlayerThink(player_t *player);
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void P_Thrust(player_t *player, angle_t angle, fixed_t move);
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void P_PlayerRemoveArtifact(player_t *player, int slot);
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void P_PlayerUseArtifact(player_t *player, artitype_t arti);
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boolean P_UseArtifact(player_t *player, artitype_t arti);
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int P_GetPlayerNum(player_t *player);
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// ***** P_MOBJ *****
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#define FLOOR_SOLID 0
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#define FLOOR_WATER 1
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#define FLOOR_LAVA 2
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#define FLOOR_SLUDGE 3
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#define ONFLOORZ MININT
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#define ONCEILINGZ MAXINT
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#define FLOATRANDZ (MAXINT-1)
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extern mobjtype_t PuffType;
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extern mobj_t *MissileMobj;
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mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
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void P_RemoveMobj(mobj_t *th);
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boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
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boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state);
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void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move);
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int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta);
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boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax);
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void P_MobjThinker(mobj_t *mobj);
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void P_BlasterMobjThinker(mobj_t *mobj);
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void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
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void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
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void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator);
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void P_RipperBlood(mobj_t *mo);
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int P_GetThingFloorType(mobj_t *thing);
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int P_HitFloor(mobj_t *thing);
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boolean P_CheckMissileSpawn(mobj_t *missile);
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mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
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mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
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angle_t angle, fixed_t momz);
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mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type);
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mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle);
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// ***** P_ENEMY *****
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void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
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void P_InitMonsters(void);
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void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle);
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void P_Massacre(void);
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void P_DSparilTeleport(mobj_t *actor);
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// ***** P_MAPUTL *****
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typedef struct
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{
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fixed_t x, y, dx, dy;
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} divline_t;
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typedef struct
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{
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fixed_t frac; // along trace line
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boolean isaline;
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union {
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mobj_t *thing;
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line_t *line;
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} d;
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} intercept_t;
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#define MAXINTERCEPTS 128
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extern intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
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typedef boolean (*traverser_t) (intercept_t *in);
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fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
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int P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line);
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int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t *line);
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void P_MakeDivline (line_t *li, divline_t *dl);
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fixed_t P_InterceptVector (divline_t *v2, divline_t *v1);
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int P_BoxOnLineSide (fixed_t *tmbox, line_t *ld);
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extern fixed_t opentop, openbottom, openrange;
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extern fixed_t lowfloor;
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void P_LineOpening (line_t *linedef);
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boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) );
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boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) );
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#define PT_ADDLINES 1
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#define PT_ADDTHINGS 2
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#define PT_EARLYOUT 4
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extern divline_t trace;
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boolean P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
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int flags, boolean (*trav) (intercept_t *));
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void P_UnsetThingPosition (mobj_t *thing);
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void P_SetThingPosition (mobj_t *thing);
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// ***** P_MAP *****
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extern boolean floatok; // if true, move would be ok if
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extern fixed_t tmfloorz, tmceilingz; // within tmfloorz - tmceilingz
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extern line_t *ceilingline;
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boolean P_TestMobjLocation(mobj_t *mobj);
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boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y);
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mobj_t *P_CheckOnmobj(mobj_t *thing);
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void P_FakeZMovement(mobj_t *mo);
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boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y);
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boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y);
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void P_SlideMove(mobj_t *mo);
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boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
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void P_UseLines(player_t *player);
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boolean P_ChangeSector (sector_t *sector, boolean crunch);
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extern mobj_t *linetarget; // who got hit (or NULL)
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fixed_t P_AimLineAttack (mobj_t *t1, angle_t angle, fixed_t distance);
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void P_LineAttack (mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage);
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void P_RadiusAttack (mobj_t *spot, mobj_t *source, int damage);
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// ***** P_SETUP *****
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extern byte *rejectmatrix; // for fast sight rejection
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extern short *blockmaplump; // offsets in blockmap are from here
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extern short *blockmap;
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extern int bmapwidth, bmapheight; // in mapblocks
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extern fixed_t bmaporgx, bmaporgy; // origin of block map
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extern mobj_t **blocklinks; // for thing chains
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// ***** P_INTER *****
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extern int maxammo[NUMAMMO];
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extern int clipammo[NUMAMMO];
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void P_SetMessage(player_t *player, char *message, boolean ultmsg);
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void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher);
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void P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source,
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int damage);
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boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int count);
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boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo);
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boolean P_GiveBody(player_t *player, int num);
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boolean P_GivePower(player_t *player, powertype_t power);
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boolean P_ChickenMorphPlayer(player_t *player);
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// ***** AM_MAP *****
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boolean AM_Responder(event_t *ev);
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void AM_Ticker(void);
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void AM_Drawer(void);
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// ***** SB_BAR *****
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extern int SB_state;
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extern int ArtifactFlash;
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void SB_PaletteFlash(void);
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#include "P_spec.h"
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#endif // __P_LOCAL__
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