290 lines
5.8 KiB
C
290 lines
5.8 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Play functions, animation, global header.
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//
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//-----------------------------------------------------------------------------
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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 FLOATSPEED (FRACUNIT*4)
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#define MAXHEALTH 100
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#define VIEWHEIGHT (41*FRACUNIT)
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// mapblocks are used to check movement
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// 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,
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// but we do not have any moving sectors 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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// follow a player exlusively for 3 seconds
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#define BASETHRESHOLD 100
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//
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// P_TICK
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//
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// both the head and tail of the thinker list
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extern thinker_t thinkercap;
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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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//
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// P_PSPR
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//
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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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//
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// P_USER
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//
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void P_PlayerThink (player_t* player);
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//
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// P_MOBJ
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//
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#define ONFLOORZ MININT
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#define ONCEILINGZ MAXINT
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// Time interval for item respawning.
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#define ITEMQUESIZE 128
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extern mapthing_t itemrespawnque[ITEMQUESIZE];
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extern int itemrespawntime[ITEMQUESIZE];
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extern int iquehead;
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extern int iquetail;
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void P_RespawnSpecials (void);
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mobj_t*
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P_SpawnMobj
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( fixed_t x,
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fixed_t y,
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fixed_t z,
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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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void P_MobjThinker (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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mobj_t* P_SpawnMissile (mobj_t* source, mobj_t* dest, mobjtype_t type);
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void P_SpawnPlayerMissile (mobj_t* source, mobjtype_t type);
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//
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// P_ENEMY
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//
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void P_NoiseAlert (mobj_t* target, mobj_t* emmiter);
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//
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// P_MAPUTL
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//
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typedef struct
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{
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fixed_t x;
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fixed_t y;
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fixed_t dx;
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fixed_t 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];
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extern intercept_t* 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;
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extern fixed_t openbottom;
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extern fixed_t 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
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P_PathTraverse
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( fixed_t x1,
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fixed_t y1,
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fixed_t x2,
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fixed_t y2,
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int flags,
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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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//
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// P_MAP
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//
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// If "floatok" true, move would be ok
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// if within "tmfloorz - tmceilingz".
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extern boolean floatok;
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extern fixed_t tmfloorz;
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extern fixed_t tmceilingz;
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extern line_t* ceilingline;
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boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y);
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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
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P_AimLineAttack
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( mobj_t* t1,
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angle_t angle,
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fixed_t distance );
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void
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P_LineAttack
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( mobj_t* t1,
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angle_t angle,
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fixed_t distance,
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fixed_t slope,
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int damage );
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void
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P_RadiusAttack
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( mobj_t* spot,
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mobj_t* source,
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int damage );
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//
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// P_SETUP
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//
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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;
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extern int bmapheight; // in mapblocks
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extern fixed_t bmaporgx;
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extern fixed_t bmaporgy; // origin of block map
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extern mobj_t** blocklinks; // for thing chains
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//
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// P_INTER
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//
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extern int maxammo[NUMAMMO];
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extern int clipammo[NUMAMMO];
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void
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P_TouchSpecialThing
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( mobj_t* special,
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mobj_t* toucher );
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void
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P_DamageMobj
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( mobj_t* target,
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mobj_t* inflictor,
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mobj_t* source,
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int damage );
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//
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// P_SPEC
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//
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#include "p_spec.h"
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#endif // __P_LOCAL__
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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