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Inline P_MobjWasRemoved
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2 changed files with 6 additions and 10 deletions
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@ -289,7 +289,6 @@ void P_RecalcPrecipInSector(sector_t *sector);
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void P_PrecipitationEffects(void);
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void P_RemoveMobj(mobj_t *th);
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boolean P_MobjWasRemoved(mobj_t *th);
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void P_RemoveSavegameMobj(mobj_t *th);
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boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
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void P_RunShields(void);
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@ -301,6 +300,12 @@ boolean P_CheckSkyHit(mobj_t *mo, line_t *line);
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void P_PushableThinker(mobj_t *mobj);
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void P_SceneryThinker(mobj_t *mobj);
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// This does not need to be added to Lua.
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// To test it in Lua, check mobj.valid
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FUNCINLINE static ATTRINLINE boolean P_MobjWasRemoved(mobj_t *mobj)
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{
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return mobj == NULL || mobj->thinker.function.acp1 != (actionf_p1)P_MobjThinker;
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}
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fixed_t P_MobjFloorZ(sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, fixed_t radius, line_t *line, boolean lowest, boolean perfect);
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fixed_t P_MobjCeilingZ(sector_t *sector, sector_t *boundsec, fixed_t x, fixed_t y, fixed_t radius, line_t *line, boolean lowest, boolean perfect);
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@ -11273,15 +11273,6 @@ void P_RemoveMobj(mobj_t *mobj)
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#endif
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}
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// This does not need to be added to Lua.
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// To test it in Lua, check mobj.valid
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boolean P_MobjWasRemoved(mobj_t *mobj)
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{
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if (mobj && mobj->thinker.function.acp1 == (actionf_p1)P_MobjThinker)
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return false;
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return true;
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}
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void P_RemovePrecipMobj(precipmobj_t *mobj)
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{
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// unlink from sector and block lists
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