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Macros | Functions | Variables
p_mobj.c File Reference
#include <stdio.h>
#include "i_system.h"
#include "z_zone.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "sounds.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "s_sound.h"
#include "doomstat.h"
Include dependency graph for p_mobj.c:

Macros

#define STOPSPEED   0x1000
 
#define FRICTION   0xe800
 

Functions

void G_PlayerReborn (int player)
 
void P_SpawnMapThing (mapthing_t *mthing)
 
boolean P_SetMobjState (mobj_t *mobj, statenum_t state)
 
void P_ExplodeMissile (mobj_t *mo)
 
void P_XYMovement (mobj_t *mo)
 
void P_ZMovement (mobj_t *mo)
 
void P_NightmareRespawn (mobj_t *mobj)
 
void P_MobjThinker (mobj_t *mobj)
 
mobj_t * P_SpawnMobj (fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
 
void P_RemoveMobj (mobj_t *mobj)
 
void P_RespawnSpecials (void)
 
void P_SpawnPlayer (mapthing_t *mthing)
 
void P_SpawnPuff (fixed_t x, fixed_t y, fixed_t z)
 
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage)
 
void P_CheckMissileSpawn (mobj_t *th)
 
mobj_t * P_SubstNullMobj (mobj_t *mobj)
 
mobj_t * P_SpawnMissile (mobj_t *source, mobj_t *dest, mobjtype_t type)
 
void P_SpawnPlayerMissile (mobj_t *source, mobjtype_t type)
 

Variables

int test
 
mapthing_t itemrespawnque [ITEMQUESIZE]
 
int itemrespawntime [ITEMQUESIZE]
 
int iquehead
 
int iquetail
 
fixed_t attackrange
 

Macro Definition Documentation

◆ FRICTION

#define FRICTION   0xe800

◆ STOPSPEED

#define STOPSPEED   0x1000

Function Documentation

◆ G_PlayerReborn()

void G_PlayerReborn ( int  player)

◆ P_CheckMissileSpawn()

void P_CheckMissileSpawn ( mobj_t *  th)

◆ P_ExplodeMissile()

void P_ExplodeMissile ( mobj_t *  mo)

◆ P_MobjThinker()

void P_MobjThinker ( mobj_t *  mobj)

◆ P_NightmareRespawn()

void P_NightmareRespawn ( mobj_t *  mobj)

◆ P_RemoveMobj()

void P_RemoveMobj ( mobj_t *  mobj)

◆ P_RespawnSpecials()

void P_RespawnSpecials ( void  )

◆ P_SetMobjState()

boolean P_SetMobjState ( mobj_t *  mobj,
statenum_t  state 
)

◆ P_SpawnBlood()

void P_SpawnBlood ( fixed_t  x,
fixed_t  y,
fixed_t  z,
int  damage 
)

◆ P_SpawnMapThing()

void P_SpawnMapThing ( mapthing_t *  mthing)

◆ P_SpawnMissile()

mobj_t * P_SpawnMissile ( mobj_t *  source,
mobj_t *  dest,
mobjtype_t  type 
)

◆ P_SpawnMobj()

mobj_t * P_SpawnMobj ( fixed_t  x,
fixed_t  y,
fixed_t  z,
mobjtype_t  type 
)

◆ P_SpawnPlayer()

void P_SpawnPlayer ( mapthing_t *  mthing)

◆ P_SpawnPlayerMissile()

void P_SpawnPlayerMissile ( mobj_t *  source,
mobjtype_t  type 
)

◆ P_SpawnPuff()

void P_SpawnPuff ( fixed_t  x,
fixed_t  y,
fixed_t  z 
)

◆ P_SubstNullMobj()

mobj_t * P_SubstNullMobj ( mobj_t *  mobj)

◆ P_XYMovement()

void P_XYMovement ( mobj_t *  mo)

◆ P_ZMovement()

void P_ZMovement ( mobj_t *  mo)

Variable Documentation

◆ attackrange

fixed_t attackrange
extern

◆ iquehead

int iquehead

◆ iquetail

int iquetail

◆ itemrespawnque

mapthing_t itemrespawnque[ITEMQUESIZE]

◆ itemrespawntime

int itemrespawntime[ITEMQUESIZE]

◆ test

int test