quakeforge/libs/gamecode/engine
Bill Currie acd54afff7 move to using a hash table for builtin number -> builtin lookup so sparse
ranges can be used efficiently. move the auto-allocated builtins to
0x10000000-0x7fffffff. should be more than enough :)

use static builtin tables ("nul" terminated) instead of a series of
function calls to add builtins to a vm. should be more memory efficient.
2004-01-06 05:51:09 +00:00
..
.gitignore - add libs/gamecode/builtins subdir, with libQFgamecode_builtins.la 2001-08-21 22:34:20 +00:00
Makefile.am split out the parsing code 2002-10-23 04:57:08 +00:00
pr_builtins.c move to using a hash table for builtin number -> builtin lookup so sparse 2004-01-06 05:51:09 +00:00
pr_debug.c add PR_PushFrame and PR_PopFrame so temp strings are easy to use for 2004-01-05 07:10:32 +00:00
pr_edict.c PR_GetString should have been returning const char *. now does 2003-11-21 21:34:53 +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 o all progs strings are now stored in progs memory 2004-01-03 08:43:57 +00:00
pr_obj.c move to using a hash table for builtin number -> builtin lookup so sparse 2004-01-06 05:51:09 +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 PR_GetString should have been returning const char *. now does 2003-11-21 21:34:53 +00:00
pr_resolve.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_resource.c re-arrange things so __attribute__ and __builtin_expect are properly 2003-01-15 15:31:36 +00:00
pr_strings.c add PR_PushFrame and PR_PopFrame so temp strings are easy to use for 2004-01-05 07:10:32 +00:00
pr_zone.c re-arrange things so __attribute__ and __builtin_expect are properly 2003-01-15 15:31:36 +00:00