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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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| 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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| void | P_PlayerThink (player_t *player) |
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| void | P_RespawnSpecials (void) |
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| mobj_t * | P_SpawnMobj (fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) |
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| void | P_RemoveMobj (mobj_t *th) |
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| mobj_t * | P_SubstNullMobj (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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| void | P_NoiseAlert (mobj_t *target, mobj_t *emmiter) |
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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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| 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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| boolean | P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, 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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| 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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| fixed_t | P_AimLineAttack (mobj_t *t1, angle_t angle, fixed_t distance) |
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| void | P_LineAttack (mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage) |
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| void | P_RadiusAttack (mobj_t *spot, mobj_t *source, int damage) |
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| void | P_TouchSpecialThing (mobj_t *special, mobj_t *toucher) |
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| void | P_DamageMobj (mobj_t *target, mobj_t *inflictor, mobj_t *source, int damage) |
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