raze/source/blood/src
2020-12-04 18:03:01 +01:00
..
actor.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
actor.h - refactored Blood's AI callback interface to only use a single DBloodActor parameter. 2020-12-04 18:03:01 +01:00
ai.cpp - changed parameter of aiNewState to DBloodActor 2020-12-04 18:03:01 +01:00
ai.h - changed parameter of aiNewState to DBloodActor 2020-12-04 18:03:01 +01:00
aibat.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aibeast.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aiboneel.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aiburn.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aicaleb.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aicerber.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aicult.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aigarg.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aighost.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aigilbst.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aihand.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aihound.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aiinnoc.cpp - changed parameter of aiNewState to DBloodActor 2020-12-04 18:03:01 +01:00
aipod.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
airat.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aispid.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aistate.h - renamed more disasm stuff. 2020-11-21 20:10:45 +01:00
aitchern.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aiunicult.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aiunicult.h - refactored Blood's AI callback interface to only use a single DBloodActor parameter. 2020-12-04 18:03:01 +01:00
aizomba.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
aizombf.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
animatesprite.cpp - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
asound.cpp - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
barf.cpp - cleanup of the remaining homegrown Blood wrappers. 2020-10-11 14:30:44 +02:00
blood.cpp - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
blood.h - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
bloodactor.h - refactored Blood's AI callback interface to only use a single DBloodActor parameter. 2020-12-04 18:03:01 +01:00
callback.cpp - replaced approx 1/3 of all accesses to the tilesiz wrapper class. 2020-11-23 00:18:30 +01:00
callback.h - Added tracking type of conditions. Generally conditions is still WIP. 2020-05-22 17:28:35 +02:00
choke.cpp - even more renames 2020-11-22 12:48:42 +01:00
choke.h - even more renames 2020-11-22 12:48:42 +01:00
common_game.h - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
controls.cpp - wrap all checks of cl_syncinput in an inline function. 2020-11-30 23:40:16 +01:00
credits.cpp - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
d_menu.cpp - drafted a DBloodActor to wrap the multitude of arrays (12 overall!) in which an actor is split up. 2020-12-04 18:03:01 +01:00
db.cpp - drafted a DBloodActor to wrap the multitude of arrays (12 overall!) in which an actor is split up. 2020-12-04 18:03:01 +01:00
db.h - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
dude.cpp - got rid of common.h 2020-09-08 18:39:47 +02:00
dude.h - More compact code for event redirection 2020-05-22 17:34:33 +02:00
endgame.cpp - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
endgame.h - transitioned Blood to the new level change messaging system 2020-09-04 20:46:44 +02:00
eventq.cpp - Blood: only trigger a secret if the hint system hasn't registered it. 2020-12-01 12:52:42 +01:00
eventq.h - simplified the event management further and added a JSON serializer for it. 2020-11-21 15:09:38 +01:00
fire.cpp - Blood: got rid of ThrowError. 2020-10-11 14:30:44 +02:00
fx.cpp - renamed more disasm stuff. 2020-11-21 20:10:45 +01:00
fx.h - renamed more disasm stuff. 2020-11-21 20:10:45 +01:00
gameutil.cpp - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
gameutil.h - JSON serializer for actor. 2020-11-22 12:48:42 +01:00
gib.cpp - more renames. 2020-11-22 12:48:42 +01:00
gib.h - use a local bit array in Blood's precacher. 2020-09-08 19:18:11 +02:00
globals.cpp - cleanup of the remaining homegrown Blood wrappers. 2020-10-11 14:30:44 +02:00
globals.h - Blood: Removed most #defines. 2020-10-11 14:30:43 +02:00
hudsprites.cpp - gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf(). 2020-11-26 16:37:37 +11:00
inifile.cpp - cleanup of the remaining homegrown Blood wrappers. 2020-10-11 14:30:44 +02:00
inifile.h - put all Blood game code into a namespace. 2019-09-22 08:39:22 +02:00
levels.cpp - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
levels.h - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
loadsave.cpp - fixed: Blood did not serialize its mirror data (which is also used for certain portals.) 2020-11-29 16:05:23 +01:00
messages.cpp - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
messages.h - Blood: #define replacement 2020-10-11 14:30:43 +02:00
mirrors.cpp - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
misc.cpp - Blood code cleanup 2020-09-01 19:49:05 +02:00
misc.h - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
namelist.h - define console background for Blood. 2020-10-25 15:31:20 +01:00
nnexts.cpp - changed parameter of aiNewState to DBloodActor 2020-12-04 18:03:01 +01:00
nnexts.h - Blood: #define replacement 2020-10-11 14:30:43 +02:00
osdcmd.cpp - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
player.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
player.h - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
prediction.cpp - Blood: Savegame fully transitioned to JSON 2020-11-23 09:53:58 +01:00
preload.cpp - Blood: there's no need to store the loadsave handlers in local variables that never get used. 2020-10-11 14:30:40 +02:00
qav.cpp - use static init for QAV callbacks. 2020-11-21 18:28:29 +01:00
qav.h - use static init for QAV callbacks. 2020-11-21 18:28:29 +01:00
replace.cpp - made palette loader part of the game interface. 2020-11-21 12:54:09 +01:00
sbar.cpp - Blood: handle super secrets properly in the statistics display. 2020-11-26 07:48:34 +01:00
sectorfx.cpp - made the new interpolation system work in Blood. 2020-11-26 18:32:35 +01:00
sectorfx.h - put all Blood game code into a namespace. 2019-09-22 08:39:22 +02:00
seq.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
seq.h - Blood: cleanup and simplification of SEQ code. 2020-11-21 18:12:51 +01:00
seqcb.h - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
sfx.cpp - Remove calcSinTableValue() inline function and clean up use of PI/fPI and BANG2RAD #defines. 2020-11-22 21:18:10 +01:00
sound.cpp - more renames. 2020-11-22 12:48:42 +01:00
sound.h - even more renames 2020-11-22 12:48:42 +01:00
tile.cpp - connecting the dots for Blood's special tile features. 2020-09-15 01:27:24 +02:00
trig.cpp - Blood: got rid of ThrowError. 2020-10-11 14:30:44 +02:00
triggers.cpp - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
triggers.h - got rid of common.h 2020-09-08 18:39:47 +02:00
view.cpp - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
view.h - made the new interpolation system work in Blood. 2020-11-26 18:32:35 +01:00
warp.cpp - made the new interpolation system work in Blood. 2020-11-26 18:32:35 +01:00
weapon.cpp - cleanup on player CVAR use. 2020-11-29 13:22:04 +01:00