quakeforge/libs/gamecode
Bill Currie 7b0eceda32 [gamecode] Split out the old quake c execution loop
There is no reasonable way (due to hardware-enforced alignment issues)
to simply convert old bytecode to new (probably best done with an
off-line tool, preferably just recompiling when I get qfcc up to the
job), so both loops will need to be present. This just moves the
original loop into its own function in order to make it easy to bring in
the new (and iron out integration issues).
2022-01-02 20:16:45 +09:00
..
Makemodule.am [build] Move to non-recursive make 2020-06-25 11:35:37 +09:00
pr_builtins.c [gamecode] Remove the wart from def and function names 2021-12-31 15:02:31 +09:00
pr_debug.c [gamecode] Switch to using indexed initializers 2021-12-31 19:16:02 +09:00
pr_edict.c [gamecode] Support printing a single edict field 2021-07-25 09:54:08 +09:00
pr_exec.c [gamecode] Split out the old quake c execution loop 2022-01-02 20:16:45 +09:00
pr_load.c [gamecode] Remove the wart from def and function names 2021-12-31 15:02:31 +09:00
pr_opcode.c [gamecode] Remove the right_associative field 2022-01-02 19:09:58 +09:00
pr_parse.c [gamecode] Remove the wart from def and function names 2021-12-31 15:02:31 +09:00
pr_resolve.c [gamecode] Bail if PR_SearchDefs is given 0 defs 2020-03-16 14:24:48 +09:00
pr_resource.c [util] Make hash-tables semi-thread-safe 2020-03-25 15:43:16 +09:00
pr_strings.c [gamecode] Set pr_string_resources in PR_Strings_Init 2021-12-26 22:46:07 +09:00
pr_zone.c [gamecode] Conform with libc malloc for pr zone 2021-09-26 12:03:44 +09:00