Odamex
Setting the Standard in Multiplayer Doom
common/p_mobj.cpp File Reference

Functions

void P_SpawnPlayer (player_t &player, mapthing2_t *mthing)
void P_ExplodeMissile (AActor *mo)
void SV_SpawnMobj (AActor *mobj)
void SV_SendDestroyActor (AActor *)
void SV_ExplodeMissile (AActor *)
 EXTERN_CVAR (sv_freelook) EXTERN_CVAR(sv_itemsrespawn) EXTERN_CVAR(sv_itemrespawntime) EXTERN_CVAR(co_zdoomphys) EXTERN_CVAR(co_realactorheight) EXTERN_CVAR(sv_teamspawns) EXTERN_CVAR(sv_nomonsters) mapthing2_t itemrespawnque[ITEMQUESIZE]
 IMPLEMENT_SERIAL (AActor, DThinker) AActor
int P_ThingInfoHeight (mobjinfo_t *mi)
bool P_SetMobjState (AActor *mobj, statenum_t state)
void P_XYMovement (AActor *mo)
void P_ZMovement (AActor *mo)
void PlayerLandedOnThing (AActor *mo, AActor *onmobj)
void P_NightmareRespawn (AActor *mobj)
void P_SpawnPuff (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown)
void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage)
bool P_CheckMissileSpawn (AActor *th)
AActorP_SpawnMissile (AActor *source, AActor *dest, mobjtype_t type)
void P_SpawnPlayerMissile (AActor *source, mobjtype_t type)
void P_RespawnSpecials (void)
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move)
void P_SpawnMapThing (mapthing2_t *mthing, int position)

Variables

bool predicting
fixed_t attackrange
bool HasBehavior
int itemrespawntime [ITEMQUESIZE]
int iquehead
int iquetail
NetIDHandler ServerNetID

Function Documentation

EXTERN_CVAR ( sv_freelook  )
IMPLEMENT_SERIAL ( AActor  ,
DThinker   
)
bool P_CheckMissileSpawn ( AActor th)
void P_ExplodeMissile ( AActor mo)
void P_NightmareRespawn ( AActor mobj)
void P_RespawnSpecials ( void  )
bool P_SetMobjState ( AActor mobj,
statenum_t  state 
)
void P_SpawnBlood ( fixed_t  x,
fixed_t  y,
fixed_t  z,
angle_t  dir,
int  damage 
)
void P_SpawnMapThing ( mapthing2_t mthing,
int  position 
)
AActor* P_SpawnMissile ( AActor source,
AActor dest,
mobjtype_t  type 
)
void P_SpawnPlayer ( player_t player,
mapthing2_t mthing 
)
void P_SpawnPlayerMissile ( AActor source,
mobjtype_t  type 
)
void P_SpawnPuff ( fixed_t  x,
fixed_t  y,
fixed_t  z,
angle_t  dir,
int  updown 
)
int P_ThingInfoHeight ( mobjinfo_t mi)
void P_ThrustMobj ( AActor mo,
angle_t  angle,
fixed_t  move 
)
void P_XYMovement ( AActor mo)
void P_ZMovement ( AActor mo)
void PlayerLandedOnThing ( AActor mo,
AActor onmobj 
)
void SV_ExplodeMissile ( AActor )
void SV_SendDestroyActor ( AActor )
void SV_SpawnMobj ( AActor mobj)

Variable Documentation

int iquehead
int iquetail
int itemrespawntime[ITEMQUESIZE]
bool predicting
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