quakeforge/libs/gamecode/engine
Bill Currie 390ca99a92 first step to making qfdefs redundant. "standard" progs now get resolved
staticly rather than looking up the defs. "broken" progs should now work.
2004-01-21 08:09:47 +00:00
..
.gitignore - add libs/gamecode/builtins subdir, with libQFgamecode_builtins.la 2001-08-21 22:34:20 +00:00
Makefile.am several libs can now get built as dlls in windows: console, gamecode, 2004-01-19 07:47:41 +00:00
pr_builtins.c make a local copy of the builtins table being register as it might need to 2004-01-07 02:48:11 +00:00
pr_debug.c allocate the aux function map properly 2004-01-08 04:04:55 +00:00
pr_edict.c use a cycled pool of "return strings". I'd love to come up with something 2004-01-07 05:22:57 +00:00
pr_exec.c do the builtin function lookup at load time rather than runtime and store 2004-01-05 08:08:46 +00:00
pr_load.c first step to making qfdefs redundant. "standard" progs now get resolved 2004-01-21 08:09:47 +00:00
pr_opcode.c PF_VarString return a plain char * and make it easier to add "at load" init 2003-11-20 07:46:56 +00:00
pr_parse.c use a cycled pool of "return strings". I'd love to come up with something 2004-01-07 05:22:57 +00:00
pr_resolve.c first step to making qfdefs redundant. "standard" progs now get resolved 2004-01-21 08:09:47 +00:00
pr_resource.c re-arrange things so __attribute__ and __builtin_expect are properly 2003-01-15 15:31:36 +00:00
pr_strings.c when clearing the return strings, it's a good idea to clear them completely 2004-01-18 07:50:50 +00:00
pr_zone.c re-arrange things so __attribute__ and __builtin_expect are properly 2003-01-15 15:31:36 +00:00