quakeforge/libs/gamecode/engine
2011-02-15 15:33:18 +09:00
..
Makefile.am the big dso visibility patch :). Sure, we have to have unique names for static builds, but with controlled visibitly we should get faster program loads (although this isn't C++, so it's not as bad) and complex plugins are cleaner. 2007-03-10 12:00:59 +00:00
pr_builtins.c Rename Sys_DPrintf to Sys_MaskPrintf. 2010-11-26 16:19:26 +09:00
pr_debug.c Avoid another segfault when debugging. 2011-02-15 15:33:18 +09:00
pr_edict.c bah, the other part of that commit :P 2007-04-09 08:55:24 +00:00
pr_exec.c Add a "void return" instruction. 2011-01-13 00:29:56 +09:00
pr_load.c Rename Sys_DPrintf to Sys_MaskPrintf. 2010-11-26 16:19:26 +09:00
pr_opcode.c Fix a typo in the opname for integer modulo. 2011-01-27 21:03:11 +09:00
pr_parse.c Break out the guts of Ed_LoadFromFile into ED_Parse. 2010-12-10 17:17:29 +09:00
pr_resolve.c correctly save and restore the parameters when calling +initialize. fixes the segfault in the qwaq test. 2007-06-09 13:44:06 +00:00
pr_resource.c the big dso visibility patch :). Sure, we have to have unique names for static builds, but with controlled visibitly we should get faster program loads (although this isn't C++, so it's not as bad) and complex plugins are cleaner. 2007-03-10 12:00:59 +00:00
pr_strings.c Don't realloc the string pointer table. 2010-11-14 19:21:16 +09:00
pr_zone.c other than floats, progs should now be int size safe 2007-04-04 12:30:49 +00:00