quakeforge/libs/gamecode/engine
Bill Currie e455b760ca use a cycled pool of "return strings". I'd love to come up with something
better, but this will do (similar to what qwe does, but qf style:)
2004-01-07 05:22:57 +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 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 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 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 use a cycled pool of "return strings". I'd love to come up with something 2004-01-07 05:22:57 +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 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 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 use a cycled pool of "return strings". I'd love to come up with something 2004-01-07 05:22:57 +00:00
pr_zone.c re-arrange things so __attribute__ and __builtin_expect are properly 2003-01-15 15:31:36 +00:00