diff --git a/src/lua_baselib.c b/src/lua_baselib.c
index c88ece50c27ab3e83044c36a8f31f1e34a6fa788..e8e8fd02044320e495d11d00310a5ee292b9b625 100644
--- a/src/lua_baselib.c
+++ b/src/lua_baselib.c
@@ -13,7 +13,6 @@
 #include "doomdef.h"
 #ifdef HAVE_BLUA
 #include "p_local.h"
-#include "p_mobj.h" // So we can have P_GetMobjGravity
 #include "p_setup.h" // So we can have P_SetupLevelSky
 #include "z_zone.h"
 #include "r_main.h"
diff --git a/src/p_local.h b/src/p_local.h
index c8930aeda6ce50a8ba07fbcedd8f063a1fa3eed0..5ffd473f1cfe8cbd10fe837f28cf777eb5ea7616 100644
--- a/src/p_local.h
+++ b/src/p_local.h
@@ -251,6 +251,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype
 #endif
 void P_ColorTeamMissile(mobj_t *missile, player_t *source);
 SINT8 P_MobjFlip(mobj_t *mobj);
+fixed_t P_GetMobjGravity(mobj_t *mo);
 boolean P_WeaponOrPanel(mobjtype_t type);
 
 boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);
diff --git a/src/p_mobj.h b/src/p_mobj.h
index de7f0c8d537c3cebb02829a6b3dc0751aacf0eae..9542ce8ba1e26fc3bad29d3970f165c88dc1aa9b 100644
--- a/src/p_mobj.h
+++ b/src/p_mobj.h
@@ -425,9 +425,6 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum);
 // check mobj against water content, before movement code
 void P_MobjCheckWater(mobj_t *mobj);
 
-// get mobj gravity
-fixed_t P_GetMobjGravity(mobj_t *mo);
-
 // Player spawn points
 void P_SpawnPlayer(INT32 playernum);
 void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing);
diff --git a/src/p_slopes.c b/src/p_slopes.c
index b6338d95dff2ac10fae81692b354456f7d43d989..8df94e757a1364adb88a6ebba24fc50d8f3c8260 100644
--- a/src/p_slopes.c
+++ b/src/p_slopes.c
@@ -16,7 +16,6 @@
 #include "m_bbox.h"
 #include "z_zone.h"
 #include "p_local.h"
-#include "p_mobj.h"
 #include "p_spec.h"
 #include "p_slopes.h"
 #include "p_setup.h"