raze/source/core
Christoph Oelckers 94a37dfcdc - extended walltype to directly manage Blood's XWALL.
Unfortunately this had to be done in the base class so that we can still maintain the walls in a global array.
The tradeoffs of better abstractions would be far too costly here than the added 16 bytes to the wall struct.
2021-12-25 21:28:47 +01:00
..
console
menu - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
music
nodebuilder - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
rendering - fixed culling of mirrored voxels for real this time. 2021-12-15 21:19:42 +01:00
textures - fixed camera textures breaking in SW when restarting a level. 2021-12-02 21:40:43 +01:00
automap.cpp - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
automap.h
binaryangle.h - Clamp the return value in PitchToHoriz() between the range of an INT32 value, and fix some math in the PitchToBAM() and BAMToPitch() inlines. 2021-12-07 19:59:30 +11:00
cheathandler.cpp
cheathandler.h
cheats.cpp
cheats.h
ct_chat.cpp
d_net.cpp
d_net.h
d_protocol.cpp - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
d_protocol.h
d_ticcmd.h
defparser.cpp - removed all #include "compat.h" except the one in build.h 2021-12-14 12:24:10 +01:00
g_mapinfo.cpp
g_mapinfo.h
gameconfigfile.cpp - Added Raze-specific application data search path for macOS. 2021-12-15 21:30:46 +01:00
gameconfigfile.h
gamecontrol.cpp
gamecontrol.h
gamecvars.cpp - Make a number of CVARs in gamecvars.cpp saved as part of the global config. 2021-12-07 19:59:26 +11:00
gamecvars.h - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
gamefuncs.cpp use validSectorIndex checks where appropriate. 2021-12-25 21:28:37 +01:00
gamefuncs.h
gamehud.cpp
gamehud.h
gameinput.cpp
gameinput.h
gamestruct.h
gi.cpp
gi.h
initfs.cpp
inputstate.cpp - replaced vec2_t with FVector2. 2021-12-14 10:07:06 +01:00
inputstate.h - removed all #include "compat.h" except the one in build.h 2021-12-14 12:24:10 +01:00
interpolate.cpp
interpolate.h
intvec.h - replaced vec2_t with FVector2. 2021-12-14 10:07:06 +01:00
iterators.h use validSectorIndex checks where appropriate. 2021-12-25 21:28:37 +01:00
mainloop.cpp
maphack.cpp
mapinfo.cpp
mapinfo.h
maploader.cpp - extended walltype to directly manage Blood's XWALL. 2021-12-25 21:28:47 +01:00
mathutil.cpp
mathutil.h
ns.h - extended walltype to directly manage Blood's XWALL. 2021-12-25 21:28:47 +01:00
packet.h
palette.cpp
palette.h
precache.cpp
precache.h
quotemgr.h
quotes.cpp
raze_music.cpp
raze_music.h
raze_sound.cpp
raze_sound.h
razefont.cpp - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
razefont.h
rts.cpp
rts.h
savegamehelp.cpp - extended walltype to directly manage Blood's XWALL. 2021-12-25 21:28:47 +01:00
savegamehelp.h
scancodes.h
screenjob.cpp - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
screenjob_.h
screenshot.cpp
searchpaths.cpp - removed compat.h entirely, all that was left was redundant #includes. 2021-12-14 12:27:41 +01:00
secrets.cpp
secrets.h
sectorgeometry.cpp - fixed triangulation via node builder for sectors with invalid walls. 2021-12-12 00:23:35 +01:00
sectorgeometry.h
serialize_obj.h
statistics.cpp
statistics.h
statusbar.h
statusbar2.cpp
uiinput.h
version.h - moved xsprite into DBloodActor and save all relevant parts of DBloodActor. 2021-12-25 21:28:37 +01:00
zcompile.cpp