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https://github.com/ZDoom/qzdoom.git
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760f70d3f1
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
25 lines
1 KiB
C++
25 lines
1 KiB
C++
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#ifndef __3DMIDTEX_H
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#define __3DMIDTEX_H
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#include "doomtype.h"
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class DInterpolation;
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struct sector_t;
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struct line_t;
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class AActor;
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bool P_Scroll3dMidtex(sector_t *sector, int crush, fixed_t move, bool ceiling);
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void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sec, bool ceiling);
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void P_Attach3dMidtexLinesToSector(sector_t *dest, int lineid, int tag, bool ceiling);
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bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot);
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bool P_Check3dMidSwitch(AActor *actor, line_t *line, int side);
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom);
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bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling);
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void P_StartLinkedSectorInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling);
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bool P_AddSectorLinks(sector_t *control, int tag, INTBOOL ceiling, int movetype);
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void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling);
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#endif
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