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player.c: make four functions file-local.
git-svn-id: https://svn.eduke32.com/eduke32@3418 1a8010ca-5511-0410-912e-c29ae57300e0
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9103d4987c
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671bd67aa8
2 changed files with 4 additions and 9 deletions
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@ -2005,7 +2005,7 @@ static void P_FireWeapon(DukePlayer_t *p)
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}
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}
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}
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}
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void P_DoWeaponSpawn(DukePlayer_t *p)
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static void P_DoWeaponSpawn(const DukePlayer_t *p)
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{
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{
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int32_t j, snum = sprite[p->i].yvel;
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int32_t j, snum = sprite[p->i].yvel;
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@ -3341,7 +3341,7 @@ void P_CheckWeapon(DukePlayer_t *p)
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P_ChangeWeapon(p, weapon);
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P_ChangeWeapon(p, weapon);
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}
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}
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void P_CheckTouchDamage(DukePlayer_t *p, int32_t obj)
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static void P_CheckTouchDamage(DukePlayer_t *p, int32_t obj)
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{
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{
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if ((obj = VM_OnEvent(EVENT_CHECKTOUCHDAMAGE, p->i, sprite[p->i].yvel, -1, obj)) == -1)
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if ((obj = VM_OnEvent(EVENT_CHECKTOUCHDAMAGE, p->i, sprite[p->i].yvel, -1, obj)) == -1)
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return;
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return;
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@ -3415,7 +3415,7 @@ void P_CheckTouchDamage(DukePlayer_t *p, int32_t obj)
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}
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}
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}
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}
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int32_t P_CheckFloorDamage(DukePlayer_t *p, int32_t tex)
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static int32_t P_CheckFloorDamage(DukePlayer_t *p, int32_t tex)
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{
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{
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spritetype *s = &sprite[p->i];
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spritetype *s = &sprite[p->i];
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@ -4043,7 +4043,6 @@ static void P_ProcessWeapon(int32_t snum)
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}
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}
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else if (((*kb) == (PWEAPON(snum, p->curr_weapon, Reload) - (i/3)) &&
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else if (((*kb) == (PWEAPON(snum, p->curr_weapon, Reload) - (i/3)) &&
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!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)) ||
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!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)) ||
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((*kb) == (PWEAPON(snum, p->curr_weapon, Reload) - i+4) &&
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((*kb) == (PWEAPON(snum, p->curr_weapon, Reload) - i+4) &&
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(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)))
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(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RELOAD_TIMING)))
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{
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{
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@ -4142,7 +4141,7 @@ static void P_ProcessWeapon(int32_t snum)
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}
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}
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}
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}
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int32_t P_DoFist(DukePlayer_t *p)
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static int32_t P_DoFist(DukePlayer_t *p)
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{
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{
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// the fist punching NUKEBUTTON
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// the fist punching NUKEBUTTON
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@ -339,13 +339,9 @@ void getinput(int32_t snum);
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void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount);
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void P_AddAmmo(int32_t weapon,DukePlayer_t *p,int32_t amount);
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void P_AddWeapon(DukePlayer_t *p,int32_t weapon);
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void P_AddWeapon(DukePlayer_t *p,int32_t weapon);
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void P_AddWeaponNoSwitch(DukePlayer_t *p,int32_t weapon);
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void P_AddWeaponNoSwitch(DukePlayer_t *p,int32_t weapon);
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int32_t P_CheckFloorDamage(DukePlayer_t *p,int32_t j);
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void P_CheckTouchDamage(DukePlayer_t *p,int32_t j);
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void P_CheckWeapon(DukePlayer_t *p);
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void P_CheckWeapon(DukePlayer_t *p);
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void P_DisplayScuba(int32_t snum);
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void P_DisplayScuba(int32_t snum);
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void P_DisplayWeapon(int32_t snum);
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void P_DisplayWeapon(int32_t snum);
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int32_t P_DoFist(DukePlayer_t *p);
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void P_DoWeaponSpawn(DukePlayer_t *p);
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void P_DropWeapon(DukePlayer_t *p);
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void P_DropWeapon(DukePlayer_t *p);
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int32_t P_FindOtherPlayer(int32_t p,int32_t *d);
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int32_t P_FindOtherPlayer(int32_t p,int32_t *d);
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void P_FragPlayer(int32_t snum);
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void P_FragPlayer(int32_t snum);
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