Reinforcing encapsulation I originally broke down to allow for P_GetMobjGravity.

When I first wrote this, I thought the .h file that contained a function declaration needed to have the same name as the .c file the function was in. Now I know that's not the case, off to p_local.h with you.
This commit is contained in:
toasterbabe 2016-06-09 18:16:13 +01:00
parent 1723bb55f9
commit 661da15146
4 changed files with 1 additions and 5 deletions

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@ -13,7 +13,6 @@
#include "doomdef.h"
#ifdef HAVE_BLUA
#include "p_local.h"
#include "p_mobj.h" // So we can have P_GetMobjGravity
#include "p_setup.h" // So we can have P_SetupLevelSky
#include "z_zone.h"
#include "r_main.h"

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@ -251,6 +251,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype
#endif
void P_ColorTeamMissile(mobj_t *missile, player_t *source);
SINT8 P_MobjFlip(mobj_t *mobj);
fixed_t P_GetMobjGravity(mobj_t *mo);
boolean P_WeaponOrPanel(mobjtype_t type);
boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);

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@ -425,9 +425,6 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum);
// check mobj against water content, before movement code
void P_MobjCheckWater(mobj_t *mobj);
// get mobj gravity
fixed_t P_GetMobjGravity(mobj_t *mo);
// Player spawn points
void P_SpawnPlayer(INT32 playernum);
void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing);

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@ -16,7 +16,6 @@
#include "m_bbox.h"
#include "z_zone.h"
#include "p_local.h"
#include "p_mobj.h"
#include "p_spec.h"
#include "p_slopes.h"
#include "p_setup.h"