gzdoom-gles/src/g_doom
Christoph Oelckers 4f0cfa29b4 - missed a '!'.
2016-01-26 10:50:31 +01:00
..
a_arachnotron.cpp - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders 2008-09-15 14:11:05 +00:00
a_archvile.cpp - yet more refactoring. 2016-01-18 18:52:24 +01:00
a_bossbrain.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_bruiser.cpp - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions 2013-01-02 04:39:59 +00:00
a_cacodemon.cpp - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions 2013-01-02 04:39:59 +00:00
a_cyberdemon.cpp - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders 2008-09-15 14:11:05 +00:00
a_demon.cpp - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions 2013-01-02 04:39:59 +00:00
a_doomglobal.h More header cleanup. 2008-09-15 00:47:31 +00:00
a_doomimp.cpp - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions 2013-01-02 04:39:59 +00:00
a_doommisc.cpp - Fixed: A_Respawn also needs to use P_SpawnMapThing-like sector finding. Since it is exactly the 2012-04-03 04:31:27 +00:00
a_doomweaps.cpp - missed a '!'. 2016-01-26 10:50:31 +01:00
a_fatso.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_keen.cpp - fixed: A_KeenDie should not drop items. 2010-04-23 08:12:47 +00:00
a_lostsoul.cpp - next round of refactoring. 2016-01-18 16:49:24 +01:00
a_painelemental.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_possessed.cpp - Fixed: P_LineAttack() calls that use damage type 'None' should use 'Hitscan' instead. 2012-06-17 03:18:26 +00:00
a_revenant.cpp - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls... 2016-01-18 21:01:52 +01:00
a_scriptedmarine.cpp - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
a_spidermaster.cpp - Changed: The monster refiring functions should use the same sight checking mode as the code that triggers 2010-04-03 07:10:52 +00:00