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The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference. By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor. The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker. |
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.. | ||
clip.cpp | ||
defs.cpp | ||
engine.cpp | ||
engine_priv.h | ||
mdsprite.cpp | ||
polymost.cpp | ||
voxmodel.cpp |