66 lines
2.6 KiB
C
66 lines
2.6 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Header for collide.c
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*
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*/
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#ifndef _COLLIDE_H
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#define _COLLIDE_H
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#include "playsave.h"
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#ifdef __cplusplus
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void collide_init();
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void collide_two_objects(object * A, object * B, vms_vector *collision_point);
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void collide_object_with_wall(objptridx_t A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
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extern void apply_damage_to_player(object *player, object *killer, fix damage, ubyte possibly_friendly);
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// Returns 1 if robot died, else 0.
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extern int apply_damage_to_robot(object *robot, fix damage, int killer_objnum);
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extern int Immaterial;
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#define PERSISTENT_DEBRIS (PlayerCfg.PersistentDebris && !(Game_mode & GM_MULTI)) // no persistent debris in multi
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extern void collide_player_and_weapon(object * player, object * weapon, vms_vector *collision_point);
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extern void collide_player_and_materialization_center(object *objp);
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extern void collide_robot_and_materialization_center(object *objp);
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extern void scrape_player_on_wall(object *obj, short hitseg, short hitwall, vms_vector * hitpt);
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extern int maybe_detonate_weapon(object *obj0p, object *obj, vms_vector *pos);
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extern void collide_player_and_nasty_robot(object * player, object * robot, vms_vector *collision_point);
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extern void net_destroy_controlcen(object *controlcen);
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extern void collide_player_and_powerup(object * player, object * powerup, vms_vector *collision_point);
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extern int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag, int remote);
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extern void apply_damage_to_controlcen(object *controlcen, fix damage, short who);
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extern void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage);
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void drop_player_eggs(struct object *playerobj);
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#if defined(DXX_BUILD_DESCENT_II)
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void do_final_boss_frame(void);
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void do_final_boss_hacks(void);
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int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt);
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extern int Final_boss_is_dead;
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#endif
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#endif
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#endif /* _COLLIDE_H */
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